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At least 1,765 records · Page 98

A Trajectory Algorithm to Support En Route and Terminal Area Self-Spacing Concepts: Third Revision

This document describes an algorithm for the generation of a four dimensional trajectory. Input data for this algorithm are similar to an augmented Standard Terminal Arrival (STAR) with the augmentation in the form of altitude or speed crossing restrictions at waypoints on the route. This version of the algorithm accommodates constant radius turns and cruise altitude waypoints with calibrated airspeed, versus Mach, constraints. The algorithm calculates the altitude, speed, along path distance, and along path time for each waypoint. Wind data at each of these waypoints are also used for the calculation of ground speed and turn radius.

Abbott, Terence S.↗

Kriging as a Means of Improving WAAS Availability

The Wide Area Augmentation System (WAAS), an augmentation of the Global Positioning System (GPS), provides safe and reliable use of GPS signals for airline navigation over much of North America. Currently the largest source of positioning error in the system is signal delay caused by the ionosphere. To allow the user to take account of such error, WAAS computes and broadcasts ionospheric vertical delays at a set of regularly-spaced grid points. In addition, WAAS computes and broadcasts a safety-critical integrity bound at each ionospheric grid point (IGP) called the Grid Ionospheric Vertical Error (GIVE). GIVEs are constructed to be sufficiently large to protect the user against positioning error due to the presence of ionospheric irregularity. In the initial operating capability (IOC) of WAAS, the vertical delay estimate at each IGP is determined from a planar fit of neighboring slant delay measurements, projected to vertical using an obliquity factor specified by the standard thin-shell model of the ionosphere. In WAAS Follow-On (WFO) Release 3, however, the vertical delay will be estimated by an established, geo-statistical technique known as kriging. Compared to the planar fit model, the kriging model is found, in general, to match better the observed random structure of the vertical delay. This paper presents the kriging methodology that will be used to estimate the vertical delay and its uncertainty at each IGP, and it assesses the subsequent improvement in WAAS availability enabled by kriging.

GPS↗

Development of the NASA MCAT Auxiliary Telescope for Orbital Debris Research

The National Aeronautical Space Administration has deployed the Meter Class Autonomous Telescope (MCAT) to Ascension Island with plans for it to become fully operational by summer 2016. This telescope will be providing data in support of research being conducted by the Orbital Debris Program Office at the Johnson Space Center. In addition to the main observatory, a smaller, auxiliary telescope is being deployed to the same location to augment and support observations generated by MCAT. It will provide near-simultaneous photometry and astrometry of debris objects, independent measurements of the seeing conditions, and offload low priority targets from MCAT's observing queue. Its hardware and software designs are presented here The National Aeronautical and Space Administration (NASA) has recently deployed the Meter Class Autonomous Telescope (MCAT) to Ascension Island. MCAT will provide NASA with a dedicated optical sensor for observations of orbital debris with the goal of statistically sampling the orbital and photometric characteristics of the population from low Earth to Geosynchronous orbits. Additionally, a small auxiliary telescope, co-located with MCAT, is being deployed to augment its observations by providing near-simultaneous photometry and astrometry, as well as offloading low priority targets from MCAT's observing queue. It will also serve to provide an independent measurement of the seeing conditions to help monitor the quality of the data being produced by the larger telescope. Comprised of off-the-shelf-components, the MCAT Auxiliary Telescope will have a 16-inch optical tube assembly, Sloan g'r'i'z' and Johnson/Cousins BVRI filters, and a fast tracking mount to help facilitate the tracking of objects in low Earth orbit. Tracking modes and tasking will be similar to MCAT except an emphasis will be placed on observations that provide more accurate initial orbit determination for the objects detected by MCAT. The near-simultaneous observations will also provide the opportunity for multi-filter color information of the debris objects to be obtained. Color information can further distinguish the individual objects within the population and provide insight into the reflectance properties of their surface material. The specific hardware, software, and tasking methodology of the MCAT Auxiliary Telescope is presented here..

Frith, James↗

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Navigation Architecture for a Space Mobile Network

The Tracking and Data Relay Satellite System (TDRSS) Augmentation Service for Satellites (TASS) is a proposed beacon service to provide a global, space based GPS augmentation service based on the NASA Global Differential GPS (GDGPS) System. The TASS signal will be tied to the GPS time system and usable as an additional ranging and Doppler radiometric source. Additionally, it will provide data vital to autonomous navigation in the near Earth regime, including space weather information, TDRS ephemerides, Earth Orientation Parameters (EOP), and forward commanding capability. TASS benefits include enhancing situational awareness, enabling increased autonomy, and providing near real-time command access for user platforms. As NASA Headquarters' Space Communication and Navigation Office (SCaN) begins to move away from a centralized network architecture and towards a Space Mobile Network (SMN) that allows for user initiated services, autonomous navigation will be a key part of such a system. This paper explores how a TASS beacon service enables the Space Mobile Networking paradigm, what a typical user platform would require, and provides an in-depth analysis of several navigation scenarios and operations concepts. This paper provides an overview of the TASS beacon and its role within the SMN and user community. Supporting navigation analysis is presented for two user mission scenarios: an Earth observing spacecraft in low earth orbit (LEO), and a highly elliptical spacecraft in a lunar resonance orbit. These diverse flight scenarios indicate the breadth of applicability of the TASS beacon for upcoming users within the current network architecture and in the SMN.

Data Relay↗

Navigation Architecture For A Space Mobile Network

The Tracking and Data Relay Satellite System (TDRSS) Augmentation Service for Satellites (TASS) is a proposed beacon service to provide a global, space-based GPS augmentation service based on the NASA Global Differential GPS (GDGPS) System. The TASS signal will be tied to the GPS time system and usable as an additional ranging and Doppler radiometric source. Additionally, it will provide data vital to autonomous navigation in the near Earth regime, including space weather information, TDRS ephemerides, Earth Orientation Parameters (EOP), and forward commanding capability. TASS benefits include enhancing situational awareness, enabling increased autonomy, and providing near real-time command access for user platforms. As NASA Headquarters Space Communication and Navigation Office (SCaN) begins to move away from a centralized network architecture and towards a Space Mobile Network (SMN) that allows for user initiated services, autonomous navigation will be a key part of such a system. This paper explores how a TASS beacon service enables the Space Mobile Networking paradigm, what a typical user platform would require, and provides an in-depth analysis of several navigation scenarios and operations concepts.

Satellite↗

Simulation of Sweep-Jet Flow Control, Single Jet and Full Vertical Tail

This work is a simulation technology demonstrator, of sweep jet flow control used to suppress boundary layer separation and increase the maximum achievable load coefficients. A sweep jet is a discrete Coanda jet that oscillates in the plane parallel to an aerodynamic surface. It injects mass and momentum in the approximate streamwise direction. It also generates turbulent eddies at the oscillation frequency, which are typically large relative to the scales of boundary layer turbulence, and which augment mixing across the boundary layer to attack flow separation. Simulations of a fluidic oscillator, the sweep jet emerging from a nozzle downstream of the oscillator, and an array of sweep jets which suppresses boundary layer separation are performed. Simulation results are compared to data from a dedicated validation experiment of a single oscillator and its sweep jet, and from a wind tunnel test of a full-scale Boeing 757 vertical tail augmented with an array of sweep jets. A critical step in the work is the development of realistic time-dependent sweep jet inflow boundary conditions, derived from the results of the single-oscillator simulations, which create the sweep jets in the full-tail simulations. Simulations were performed using the computational fluid dynamics (CFD) solver Overow, with high-order spatial discretization and a range of turbulence modeling. Good results were obtained for all flows simulated, when suitable turbulence modeling was used.

flow control↗

Improved Test Planning and Analysis Through the Use of Advanced Statistical Methods

The goal of this work is, through computational simulations, to provide statistically-based evidence to convince the testing community that a distributed testing approach is superior to a clustered testing approach for most situations. For clustered testing, numerous, repeated test points are acquired at a limited number of test conditions. For distributed testing, only one or a few test points are requested at many different conditions. The statistical techniques of Analysis of Variance (ANOVA), Design of Experiments (DOE) and Response Surface Methods (RSM) are applied to enable distributed test planning, data analysis and test augmentation. The D-Optimal class of DOE is used to plan an optimally efficient single- and multi-factor test. The resulting simulated test data are analyzed via ANOVA and a parametric model is constructed using RSM. Finally, ANOVA can be used to plan a second round of testing to augment the existing data set with new data points. The use of these techniques is demonstrated through several illustrative examples. To date, many thousands of comparisons have been performed and the results strongly support the conclusion that the distributed testing approach outperforms the clustered testing approach.

Green, Lawrence L.↗

A Simple Method for High-Lift Propeller Conceptual Design

In this paper, we present a simple method for designing propellers that are placed upstream of the leading edge of a wing in order to augment lift. Because the primary purpose of these "high-lift propellers" is to increase lift rather than produce thrust, these props are best viewed as a form of high-lift device; consequently, they should be designed differently than traditional propellers. We present a theory that describes how these props can be designed to provide a relatively uniform axial velocity increase, which is hypothesized to be advantageous for lift augmentation based on a literature survey. Computational modeling indicates that such propellers can generate the same average induced axial velocity while consuming less power and producing less thrust than conventional propeller designs. For an example problem based on specifications for NASA's Scalable Convergent Electric Propulsion Technology and Operations Research (SCEPTOR) flight demonstrator, a propeller designed with the new method requires approximately 15% less power and produces approximately 11% less thrust than one designed for minimum induced loss. Higher-order modeling and/or wind tunnel testing are needed to verify the predicted performance.

Patterson, Michael↗

Additive Manufacturing for Affordable Rocket Engines

Additive manufacturing (also known as 3D printing) technology has the potential to drastically reduce costs and lead times associated with the development of complex liquid rocket engine systems. NASA is using 3D printing to manufacture rocket engine components including augmented spark igniters, injectors, turbopumps, and valves. NASA is advancing the process to certify these components for flight. Success Story: MSFC has been developing rocket 3D-printing technology using the Selective Laser Melting (SLM) process. Over the last several years, NASA has built and tested several injectors and combustion chambers. Recently, MSFC has 3D printed an augmented spark igniter for potential use the RS-25 engines that will be used on the Space Launch System. The new design is expected to reduce the cost of the igniter by a factor of four. MSFC has also 3D printed and tested a liquid hydrogen turbopump for potential use on an Upper Stage Engine. Additive manufacturing of the turbopump resulted in a 45% part count reduction. To understanding how the 3D printed parts perform and to certify them for flight, MSFC built a breadboard liquid rocket engine using additive manufactured components including injectors, turbomachinery, and valves. The liquid rocket engine was tested seven times in 2016 using liquid oxygen and liquid hydrogen. In addition to exposing the hardware to harsh environments, engineers learned to design for the new manufacturing technique, taking advantage of its capabilities and gaining awareness of its limitations. Benefit: The 3D-printing technology promises reduced cost and schedule for rocket engines. Cost is a function of complexity, and the most complicated features provide the largest opportunities for cost reductions. This is especially true where brazes or welds can be eliminated. The drastic reduction in part count achievable with 3D printing creates a waterfall effect that reduces the number of processes and drawings, decreases the amount of touch labor required, and increases reliability. When certification is achieved, NASA missions will be able to realize these benefits.

West, Brian↗

Development and Test of Robotically Assisted Extravehicular Activity Gloves

Over the past two years, the High Performance EVA Glove (HPEG) project under NASA's Space Technology Mission Directorate (STMD) funded an effort to develop an electromechanically-assisted space suit glove. The project was a collaboration between the Johnson Space Center's Software, Robotics, and Simulation Division and the Crew and Thermal Systems division. The project sought to combine finger actuator technology developed for Robonaut 2 with the softgoods from the ILC Phase VI EVA glove. The Space Suit RoboGlove (SSRG) uses a system of three linear actuators to pull synthetic tendons attached to the glove's fingers to augment flexion of the user's fingers. To detect the user's inputs, the system utilizes a combination of string potentiometers along the back of the fingers and force sensitive resistors integrated into the fingertips of the glove cover layer. This paper discusses the development process from initial concepts through two major phases of prototypes, and the results of initial human testing. Initial work on the project focused on creating a functioning proof of concept, designing the softgoods integration, and demonstrating augmented grip strength with the actuators. The second year of the project focused on upgrading the actuators, sensors, and software with the overall goal of creating a system that moves with the user's fingers in order to reduce fatigue associated with the operation of a pressurized glove system. This paper also discusses considerations for a flight system based on this prototype development and address where further work is required to mature the technology.

Rogers, Jonathan M.↗

The Influence of Robotic Assistance on Reducing Neuromuscular Effort and Fatigue during Extravehicular Activity Glove Use

The three-layered, pressurized space suit glove worn by Extravehicular Activity (EVA) crew members during missions commonly causes hand and forearm fatigue. The Spacesuit RoboGlove (SSRG), a Phase VI EVA space suit glove modified with robotic grasp-assist capabilities, has been developed to augment grip strength in order to improve endurance and reduce the risk of injury in astronauts. The overall goals of this study were to i) quantify the neuromuscular modulations that occur in response to wearing a conventional Phase VI space suit glove (SSG) during a fatiguing task, and ii) determine the efficacy of Spacesuit RoboGlove (SSRG) in reversing the adverse neuromuscular modulations and restoring altered muscular activity to barehanded levels. Six subjects performed a fatigue sequence consisting of repetitive dynamic-gripping interspersed with isometric grip-holds under three conditions: barehanded, wearing pressurized SSG, and wearing pressurized SSRG. Surface electromyography (sEMG) from six forearm muscles (flexor digitorum superficialis (FDS), flexor carpi radialis (FCR), flexor carpi ulnaris (FCU), extensor digitorum (ED), extensor carpi radialis longus (ECRL), and extensor carpi ulnaris (ECU)) and subjective fatigue ratings were collected during each condition. Trends in amplitude and spectral distributions of the sEMG signals were used to derive metrics quantifying neuromuscular effort and fatigue that were compared across the glove conditions. Results showed that by augmenting finger flexion, the SSRG successfully reduced the neuromuscular effort needed to close the fingers of the space suit glove in more than half of subjects during two types of tasks. However, the SSRG required more neuromuscular effort to extend the fingers compared to a conventional SSG in many subjects. Psychologically, the SSRG aided subjects in feeling less fatigued during short periods of intense work compared to the SSG. The results of this study reveal the promise of the SSRG as a grasp-assist device that can improve astronaut performance and reduce the risk of injury by offsetting neuromuscular effort. Modifications to the experimental protocol are needed, however, to improve the outcome of the neuromuscular fatigue metrics and determine the effectiveness of SSRG in increasing astronaut endurance. Nevertheless, these findings will improve the understanding of astronaut-spacesuit interaction and provide direction toward designing improved spacesuit gloves and robotic-assist devices, like the SSRG.

Madden, Kaci E.↗

Framework for Processing Citizens Science Data for Applications to NASA Earth Science Missions

Citizen science (or crowdsourcing) has drawn much high-level recent and ongoing interest and support. It is poised to be applied, beyond the by-now fairly familiar use of, e.g., Twitter for natural hazards monitoring, to science research, such as augmenting the validation of NASA earth science mission data. This interest and support is seen in the 2014 National Plan for Civil Earth Observations, the 2015 White House forum on citizen science and crowdsourcing, the ongoing Senate Bill 2013 (Crowdsourcing and Citizen Science Act of 2015), the recent (August 2016) Open Geospatial Consortium (OGC) call for public participation in its newly-established Citizen Science Domain Working Group, and NASA's initiation of a new Citizen Science for Earth Systems Program (along with its first citizen science-focused solicitation for proposals). Over the past several years, we have been exploring the feasibility of extracting from the Twitter data stream useful information for application to NASA precipitation research, with both "passive" and "active" participation by the twitterers. The Twitter database, which recently passed its tenth anniversary, is potentially a rich source of real-time and historical global information for science applications. The time-varying set of "precipitation" tweets can be thought of as an organic network of rain gauges, potentially providing a widespread view of precipitation occurrence. The validation of satellite precipitation estimates is challenging, because many regions lack data or access to data, especially outside of the U.S. and in remote and developing areas. Mining the Twitter stream could augment these validation programs and, potentially, help tune existing algorithms. Our ongoing work, though exploratory, has resulted in key components for processing and managing tweets, including the capabilities to filter the Twitter stream in real time, to extract location information, to filter for exact phrases, and to plot tweet distributions. The key step is to process the "precipitation" tweets to be compatible with satellite-retrieved precipitation data. These key components for processing and managing "precipitation" tweets (and additional ones to be developed) are not limited to precipitation, nor are they limited to the Twitter social medium. Indeed, to maximize the value of our work for NASA earth science programs, these components should be generalized and be part of an overall framework for processing citizen science data for science research. In this paper, we outline such a framework.

earth science satellite data↗

Development and Testing of Harpoon-Based Approaches for Collecting Comet Samples (Video Supplement)

This video supplement contains a set of videos created during the approximately 10-year-long course of developing and testing the Goddard Space Flight Center (GSFC) harpoon-based approach for collecting comet samples. The purpose of the videos is to illustrate various design concepts used in this method of acquiring samples of comet material, the testing used to verify the concepts, and the evolution of designs and testing. To play the videos this PDF needs to be opened in the freeware Adobe Reader. They do not seem to play while within a browser. While this supplement can be used as a stand-alone document, it is intended to augment its parent document of the same title, Development and Testing of Harpoon-Based Approaches for Collecting Comet Samples (NASA/CR-2017-219018; this document is accessible from the website: https://ssed.gsfc.nasa.gov/harpoon/SAS_Paper-V1.pdf). The parent document, which only contains text and figures, describes the overall development and testing effort and contains references to each of the videos in this supplement. Thus, the videos are primarily intended to augment the information provided by the text and figures in the parent document. This approach was followed to allow the file size of the parent document to remain small enough to facilitate downloading and storage. Some of the videos were created by other organizations, Johns Hopkins University Applied Physics Laboratory (JHU APL) and the German Aerospace Center called, the Deutsches Zentrum für Luft- und Raumfahrt (DLR), who are partnering with GSFC on developing this technology. Each video is accompanied by text that provides a summary description of its nature and purpose, as well as the identity of the authors. All videos have been edited to only show key parts of the testing. Although not all videos have sound, the sound has been retained in those that have it. Also, each video has been given one or more title screens to clarify what is going in different phases of the video.

Purves, Lloyd↗

Incorporating Speech Recognition into a Natural User Interface

The Augmented/ Virtual Reality (AVR) Lab has been working to study the applicability of recent virtual and augmented reality hardware and software to KSC operations. This includes the Oculus Rift, HTC Vive, Microsoft HoloLens, and Unity game engine. My project in this lab is to integrate voice recognition and voice commands into an easy to modify system that can be added to an existing portion of a Natural User Interface (NUI). A NUI is an intuitive and simple to use interface incorporating visual, touch, and speech recognition. The inclusion of speech recognition capability will allow users to perform actions or make inquiries using only their voice. The simplicity of needing only to speak to control an on-screen object or enact some digital action means that any user can quickly become accustomed to using this system. Multiple programs were tested for use in a speech command and recognition system. Sphinx4 translates speech to text using a Hidden Markov Model (HMM) based Language Model, an Acoustic Model, and a word Dictionary running on Java. PocketSphinx had similar functionality to Sphinx4 but instead ran on C. However, neither of these programs were ideal as building a Java or C wrapper slowed performance. The most ideal speech recognition system tested was the Unity Engine Grammar Recognizer. A Context Free Grammar (CFG) structure is written in an XML file to specify the structure of phrases and words that will be recognized by Unity Grammar Recognizer. Using Speech Recognition Grammar Specification (SRGS) 1.0 makes modifying the recognized combinations of words and phrases very simple and quick to do. With SRGS 1.0, semantic information can also be added to the XML file, which allows for even more control over how spoken words and phrases are interpreted by Unity. Additionally, using a CFG with SRGS 1.0 produces a Finite State Machine (FSM) functionality limiting the potential for incorrectly heard words or phrases. The purpose of my project was to investigate options for a Speech Recognition System. To that end I attempted to integrate Sphinx4 into a user interface. Sphinx4 had great accuracy and is the only free program able to perform offline speech dictation. However it had a limited dictionary of words that could be recognized, single syllable words were almost impossible for it to hear, and since it ran on Java it could not be integrated into the Unity based NUI. PocketSphinx ran much faster than Sphinx4 which would've made it ideal as a plugin to the Unity NUI, unfortunately creating a C# wrapper for the C code made the program unusable with Unity due to the wrapper slowing code execution and class files becoming unreachable. Unity Grammar Recognizer is the ideal speech recognition interface, it is flexible in recognizing multiple variations of the same command. It is also the most accurate program in recognizing speech due to using an XML grammar to specify speech structure instead of relying solely on a Dictionary and Language model. The Unity Grammar Recognizer will be used with the NUI for these reasons as well as being written in C# which further simplifies the incorporation.

Chapa, Nicholas↗

The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

Little, William↗

NeMO-Net: The Neural Multi-Modal Observation and Training Network for Global Coral Reef Assessment

In the past decade, coral reefs worldwide have experienced unprecedented stresses due to climate change, ocean acidification, and anthropomorphic pressures, instigating massive bleaching and die-off of these fragile and diverse ecosystems. Furthermore, remote sensing of these shallow marine habitats is hindered by ocean wave distortion, refraction and optical attenuation, leading invariably to data products that are often of low resolution and signal-to-noise (SNR) ratio. However, recent advances in UAV and Fluid Lensing technology have allowed us to capture multispectral 3D imagery of these systems at sub-cm scales from above the water surface, giving us an unprecedented view of their growth and decay. Exploiting the fine-scaled features of these datasets, machine learning methods such as MAP, PCA, and SVM can not only accurately classify the living cover and morphology of these reef systems (below 8 percent error), but are also able to map the spectral space between airborne and satellite imagery, augmenting and improving the classification accuracy of previously low-resolution datasets. We are currently implementing NeMO-Net, the first open-source deep convolutional neural network (CNN) and interactive active learning and training software to accurately assess the present and past dynamics of coral reef ecosystems through determination of percent living cover and morphology. NeMO-Net will be built upon the QGIS platform to ingest UAV, airborne and satellite datasets from various sources and sensor capabilities, and through data-fusion determine the coral reef ecosystem makeup globally at unprecedented spatial and temporal scales. To achieve this, we will exploit virtual data augmentation, the use of semi-supervised learning, and active learning through a tablet platform allowing for users to manually train uncertain or difficult to classify datasets. The project will make use of Pythons extensive libraries for machine learning, as well as extending integration to GPU and High-End Computing Capability (HECC) on the Pleiades supercomputing cluster, located at NASA Ames. The project is being supported by NASAs Earth Science Technology Office (ESTO) Advanced Information Systems Technology (AIST-16) Program.

NeMO-Net↗

Geometrically Flexible and Efficient Flow Analysis of High Speed Vehicles Via Domain Decomposition, Part 1: Unstructured-Grid Solver for High Speed Flows

The ability to solve the equations governing the hypersonic turbulent flow of a real gas on unstructured grids using a spatially-elliptic, 2nd-order accurate, cell-centered, finite-volume method has been recently implemented in the VULCAN-CFD code. This paper describes the key numerical methods and techniques that were found to be required to robustly obtain accurate solutions to hypersonic flows on non-hex-dominant unstructured grids. The methods and techniques described include: an augmented stencil, weighted linear least squares, cell-average gradient method, a robust multidimensional cell-average gradient-limiter process that is consistent with the augmented stencil of the cell-average gradient method and a cell-face gradient method that contains a cell skewness sensitive damping term derived using hyperbolic diffusion based concepts. A data-parallel matrix-based symmetric Gauss-Seidel point-implicit scheme, used to solve the governing equations, is described and shown to be more robust and efficient than a matrix-free alternative. In addition, a y+ adaptive turbulent wall boundary condition methodology is presented. This boundary condition methodology is deigned to automatically switch between a solve-to-the-wall and a wall-matching-function boundary condition based on the local y+ of the 1st cell center off the wall. The aforementioned methods and techniques are then applied to a series of hypersonic and supersonic turbulent flat plate unit tests to examine the efficiency, robustness and convergence behavior of the implicit scheme and to determine the ability of the solve-to-the-wall and y+ adaptive turbulent wall boundary conditions to reproduce the turbulent law-of-the-wall. Finally, the thermally perfect, chemically frozen, Mach 7.8 turbulent flow of air through a scramjet flow-path is computed and compared with experimental data to demonstrate the robustness, accuracy and convergence behavior of the unstructured-grid solver for a realistic 3-D geometry on a non-hex-dominant grid.

White, Jeffery A.↗