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Finally starting to rev up towards an exciting 2010 sequel, power beaming and tether

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THE SPACE ELEVATOR BLOG
For the obvious reasons, I invariably get too busy to blog exactly when things get interesting...

For the latest word, and for a wider perspective on all things Space Elevator, you can alway turn to Ted Semon's most excellent Space Elevator Blog - www.SpaceElevatorBlog.com

OUR SPONSORS

The TRUMPF Group is one of the world's leaders in the field of production technology - machine tools, material processing, high power lasers, electronics and in medical technology.

TRUMPF took a natural interest in the Power Beaming challenge, and they are providing their 8 kWatt top-of-the-line laser system for use by teams KCSP, USST, U Michigan, and NSS.

Find out all about TRUMPF's laser systems at www.trumpf-laser.com

Mackey International is an aviation consulting firm specializing in aviation safety, risk management, accident investigation, air carrier certification and safety/compliance audits.

With Mackey's experience and expertise, Spaceward was able to put together an operations plan that satisfied the requirements of NASA's aviation safety review - not an easy feat given that a rotorcraft-tether configuration such as ours has never been flown before.

Find out all about Mackey International's capabilities at www.keithmackey.com

Bitter WHAT?! Exactly. This is what Nic DeGrazia, Creative Director of Bitter Jester Creative, told me about their company's name. Nobody ever forgets it.

The same is true about BJC's work. Winners of Telly and Hermes awards, their work brings out the human element in every story.

BJC are continuing their 2-year project of documenting the games, now in its third year. Find out all about them at www.BitterJester.com

Dynon Avionics designs, manufactures and distributes a growing line of affordable glass cockpit avionics. Operated by aviation enthusiasts, Dynon utilizes the very latest state-of-the-art technologies to create modern avionics products with an emphasis on lowering prices and enhancing reliability.

For the games, we had to assemble a special helicopter station-keeping system that will allow the pilots to position the helicopter accurately even when flying at 4300' AGL. Dynon components were our first choice, and are doing the job beautifully.

Find out more at www.dynonavionics.com

Lockheed Martin is a global security company that employs about 146,000 people worldwide and is principally engaged in the research, design, development, manufacture, integration and sustainment of advanced technology systems, products and services.

Find out more at www.LockheedMartin.com

Since its inception in 1962, OMEGA has grown from manufacturing a single product line of thermocouples to an established global leader in the technical marketplace, offering more than 100,000 state-of-the-art products for measurement and control of temperature, humidity, pressure, strain, force, flow, level, pH and conductivity. OMEGA also provides customers with a complete line of data acquisition, electric heating and custom engineered products.

Omega has been sponsoring the games with various equipment such as large format displays and load cells since 2006.

Find out more at www.omega.com

SPIE is an international membership society, serving scientists and engineers in industry, academia, and government, as well as companies producing leading-edge products. SPIE constituents work in a wide variety of fields that utilize some aspect of optics and photonics, which is the science and application of light. More specifically, optics is a branch of physics that examines the behavior and properties of light and the interaction of light with matter. Photonics is the science and technology of generating, controlling, and detecting photons, which are particles of light.

Find out more at www.spie.org

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WE CAN REALLY USE YOUR HELP

While NASA sponsors the $4M prize purse, Spaceward does not receive any of it - we fund our operations from donations and sponsorships from people like you.

Our sponsors and donors are people who believe in the infinite promise (and cool factor) of the Space Elevator, and would like to be associated with it and help in its development.

You can see the media impact we've had to date here, and with our NASA TV coverage this year (available on DirecTV #238) and our livecast we will reach millions of people with our (and your) message.

To see the impact we've had on technology education, our best advertisements are our student teams, who started out as curious high-schoolers and undergrads, and by now have built cutting-edge photonics systems worthy of NASA itself!


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The Rules of the Game

PERMALINK Filed under: Start Here, Technical Tuesday — CrazyEddieBlogger on May 30, 2009, 10:54 pm
MClimber

Powerful, Light, Fast, Efficient

The basic premise of the rules is simple: The teams have to design, build and operate vehicles that can travel up a tether, with the small caveat that they cannot have any energy stored on-board. Since direct solar conversion is specifically not allowed, they must also build a system to transfer power from the ground to the vehicle.

The rules do not call for a laser-based system, but in practical terms, if you want to keep the receiver portion of the system (on the climber) light-weight, the engineering constraints pretty much steer you towards a laser-based system.

So how are the teams scored?

It took a while to arrive a t a formula that captures what we want out of a power beaming system, and doesn’t force the games into a single technical solution, or into a “if you can’t make it good, make it large” sort of situation.

The basic role of a climber is to carry payload. Transport systems are usually rated by throughput – how much you can carry, and how fast – measured in tons per year, for example. A first attempt at a metric would thus be score = payload x speed.

There are two problem with this metric. First, if you buy a larger laser, you can move more payload. We don’t want the games to become a laser-buying competition.  Second, since the self-weight of the climber does not count, then for a given amount of generated power, it pays to move as slow as possible, and carry as much payload as possible, thus maximizing the score, but also making the games infinitely long…

The solution to the first problem is to normalize the score by the empty weight of the climber. Thus rather than ask how much mass the climber can move per unit time, we’ll ask how many times its own mass can it carry per unit time. So a 4 lb climber carrying 6 lb of payload at 3 m/s will get exactly the same score as an 8 lb climber carrying 12 lb of payload at the same speed. Thus score = payload mass x average speed / empty mass.

The solution to the second problem is to institute a minimum speed (2 m/s in our case). This way, teams will still try to move as slow as possible (carrying as much payload as possible) but will have to move no slower than 2 m/s.

While conversion efficiency doesn’t factor explicitly into the score, it is very much there – a less efficient climber will need more climber mass to generate the same amount of power, leaving even less room for payload – it will thus be penalized on both the denominator and numerator of the the score  formula.

This has worked out well. We know this since the range of entries is wide - the climbers occupy diverse points on this solution space. Some emphasise light weight, some emphasise high efficiency, and none of the teams had to rush out and get more power – they improve their score by making the most efficient use of the existing power source.

Junk

PERMALINK Filed under: Technical Tuesday — CrazyEddieBlogger on , 9:56 pm
Orbital Debris

Orbital Debris

As explained before, when preparing the games, we need to coordinate our lasing activities with the Laser Clearinghouse, so we know that we don’t accidentally illuminate a satellite. By the time our laser beam reaches orbital altitudes (let’s say 200 km) it is very dispersed – about 200 meters across – but it can still pose a risk to sensitive downwards looking optical equipment (wink wink nudge nudge).  The Laser Clearinghouse is a Department of Defense service whose purpose is to coordinate lasing activities above the horizon, so that commercial lasing activity is not impeded. In military parlance, this is called “Deconfliction”.  Sounds more like a psychiatric term to me.

When the real Space Elevator is built, laser-satellite deconfliction will have to be undertaken on a constant basis, but we’re also going to be faced with a more difficult problem: tether-satellite deconfliction. The tether, unlike the laser beam, cannot be turned off when an impending collision is predicted.  Instead, it has to be physically moved out of the way, which is done by moving the ship-borne anchor point, since the rest of the tether will follow the anchor.  The risk we’re mitigating is actually greater than in the case of optical satellites – the risk here is of actually breaking the tether, causing the portion that is below the cut point to fall back down to earth.

The same deconfliction technology – projecting satellite orbits far enough in advance and looking for collisions threats – also comes into play today when looking at multiple satellite and other metal fragments (known as orbital debris, or “space junk”). Remember that all low-orbit objects are moving at a speed of about 5 miles per second, but they all move in different directions!  Not too recently, a commercial communication satellite was destroyed by such a collision with an inactive satellite. It is interesting to note that each collision creates a large number of additional fragments, and so if there are enough satellites in orbit, the increase in fragment density will cause additional collisions, and so we will end up with a cascade effect, a chain reaction, and lot of dead satellites.  We’re not there yet, but the problem of orbital debris is an important one to keep track of, especially in the context of a Space Elevator.

The good news is that the orbits of small orbital debris objects decay faster, especially at the low orbital altitudes where they are prevalent. If we stop producing space junk, a large fraction of it will disappear after 5-10 years. This is a lot cheaper than going after the pieces afterwards. The problem is that it is human nature to save money at the present, even if it means incurring large expenses in the future, since the future is someone else’s problem.

Which brings us back to Spaceward’s motto – “The future is closer than it appears” – if we keep polluting low earth orbit at the current rate, it will become our problem very soon. Yet even today, satellites are not equipped with de-orbiting devices that will prevent them from becoming orbital debris sources.

What will I see?

PERMALINK Filed under: Technical Tuesday — CrazyEddieBlogger on May 29, 2009, 11:28 pm
Live-cast Console

Livecast Console

Since technology challenges are equal parts technology development and science outreach, it is very important that we expose a wide audience to what we do.

Towards this goal, NASA TV and Dryden are helping us capture the games and bring them out to your screen like we’ve never been able to before.

The games’ media center will be in this livecast console, which you can reach by click the honkin’ Yellow “LIVE COVERAGE” button at the top of the page. (Top and center, can’t miss it.  Really.)  The console features four sections:

  • The Twittertype – a teletype-like skin for the SEgames twitter account. (Follow it!)
  • The Status display – this is where we display messages that we don’t want scrolling off the page.
  • The Slide show – the slide show will automatically update with the latest photos we capture.
  • The Video screen – switch between the live broadcast, the scoreboard, and four instant replays which will hold the most recent video clips shown on the life broadcast. All videos will be available at our youTube channel.

Of course the blog will be live during the games, and will continuously be updated with the latest and greatest. If you want to catch up to what you missed earlier in the day, just scroll down. (Just like the live-cast console, the blog will update automatically, no need to hit “refresh”)

For the live video coverage, we will have multiple vantage points – a remote telephoto looking at the games from some 1.5 km, a mobile camera at the anchor, a camera at the team staging area where the other teams can watch first place slip from their fingers…  We will have the capability to add live voice-over commentary, but are still looking for a narrator.

In addition, we’ll have a few extra cameras in more exotic locations, such as right under the launch point (looking up), right above the end-of-climb marker (looking down), maybe a camera on some of the climbers (the camera counts as payload) etc. While we won’t be able to get these video streams out to you live, we will be able to compile them into a “climb digest” video, and push that out within perhaps an hour after a team’s window is done.

We’re also preparing  “offline” or “B-roll” material, which will serve as background content to the live-cast. Over at the media center (back inside Dryden) Ted Semon will be in charge of blogging, tweeting, and video posting.

If all goes well, therefore, we’ll be treating you to a full Space Elevator media experience - hope you’ll like it! 


Next step – Tether System Test

PERMALINK Filed under: Timeline — CrazyEddieBlogger on May 28, 2009, 9:34 am
Aris S-58 Over Roof

Aris S-58 preparing to lift

The tether system test flight, scheduled for June 15th, (two weeks away!) is the first of two major bridges we have to cross to get to the competition. The test is basically a dry run of the games. It includes everything we plan to do – except the lasers.

The goals of the test are:

  • Validate the behavior of the hardware components of the system – does everything perform “as advertised”?
  • Validate the procedures we wrote for executing all the tasks – do they make sense? are they feasible? do they achieve what we intended them to do?
  • Confirm that all the communication loops work
  • Validate the pilot’s ability to perform station-keeping while at high altitude
  • Validate the dynamic behavior of the cable
  • Confirm that we can capture the video angles we need, in sufficient quality, both for safety and for the live-cast
  • Perform battery-powered climbs to check out telephoto performance and tracking ability
  • Rehearse everything, so we have to improvise nothing.

The first step of the test (Monday) included doing all of the above, but without a helicopter – we’ll use an airplane tug to emulate the helicopter on the ground, and go through the motions – horizontally instead of vertically.

The second step (Tuesday) is the actual test flight. The flight will follows the “envelope expansion” paradigm in that we’ll take it one step at a time rather than try the full all deployment at once.  For example, we’ll first reel out only 50 m of tether, and then reel it back in – it would be a hard day if we reeled out 1000 m and then found out we have a problem with our reel-in procedure.

During this day, we’ll also start exercising the various cameras, so we are familiar with all of the shots we have planned for the games. The eventual live feed will be available on the screen available through the “LIVE COVERAGE” button at the top of the page.  Since we’ll be testing EVERYTHING, there’s a good chance you’ll be able to see some of the activities on that console.

The third day is a contingency day, and also available for teams to try battery-powered climbs, to test the behavior and endurance of their climbers, and to test their tracking systems.

Once we complete these tests, we know that the infrastructure side of the games is ready to support the teams.

The next step after this – laser testing.


The Engine

PERMALINK Filed under: Technical Tuesday — CrazyEddieBlogger on May 26, 2009, 9:53 am
Phaser Stuff

Phaser Stuff

If the TRUMPF Laser was ever featured in a Star Trek episode, most people would complain that the art director is trying to make the props TOO futuristic.

At 8 kWatt of pristine photonic power, the TRUMPF laser is an industry heavy-weight, capable of cutting, welding, ablating – and even (as we demonstrate) boiling water for coffee.

In an typical industrial setting one of these laser is located in a “Laser server room”, with fiber optic cables running from it to a large number of laser client machines, such as robotic welding arms, laser drills, and coffee makers.

When a client machine (say a welding robot) is in position, it calls up the laser source and basically requests some packets of photons. The laser responds almost instantaneously by unleashing a photonic salvo through the fiber optic (which looks very much like a yellow Ethernet cable) and Shazzam! the weld is done.  The entire process takes only a fraction of a second.

In the games, this same capability is employed to support multiple power beaming teams. The laser clients, in this case, are beam directors, which take the light out of the fiber optic, expand it to a much larger area and lower intensity, collimate it (make it parallel) and project it onto the moving climber unde the guidance of a tracking system.

The laser itself is located on a truck nearby, with a fiber optic connecting it to the beam director. When one team is done and the next is up, we simply switch the fiber to the next team.  (In a factory, there are actually fiber routing switches that control this functionality, but at the games we like the extra safety feature of having only one team at a time “photonically powered”.


Dryden – Third Visit

PERMALINK Filed under: Timeline — CrazyEddieBlogger on May 20, 2009, 12:14 am
Dryden Power Beaming Official Poster

Dryden Power Beaming Official Poster

OK – third time’s a charm.

Just me this time, full day of meetings, detailed planning.  It’s nice to work with people who do ops for a living, and not just any old repeatable ops like you’d find in any airport, but new ones every time – this is a test base, right?

John has Trent take the lead, and we methodically go over all that needs to happen, location-by-location, minute-by-minute, person-by-person, during the games. From this we make the lists of what needs to be prepared and when.

The good news – this is a very efficient process and it looks like we’re getting everything covered.  The bad news – it’s a lot of items to fit into the time remaining.

Dryden management board gave an OK based on the preparations so far, and we’re basically good to go till the games. We’ve drafted a joint press release, and it will go out probably early next week.

I’m starting to get giddy here – everything is converging, I don’t see any show stopper just yet (well schedule and budget are difficult, but not impossible). 

We’ve got a skeleton “live” web site that will be able to incorporate the various forms of media we can get out from Dryden – a live video feed, a photo-stream, voice commentary, and twitter-like text messages.

The PAO folks have gone above and beyond what I expected, and have already worked out a lot of the technical details. Several cameras, remote and close up, a camera near the teams staging area to catch their response to what’s happening in the field, etc.

As an added bonus, the still photography department is checking out what it can do - this is a brand new thing to take pictures of.  Not a bird, not a plane…

The first test flight is only 3 weeks away, and team laser testing will happen right after that.

I’m beginning to feel like Captain Hook here…  Tick Tock.

The Cable Assembly

PERMALINK Filed under: Technical Tuesday, Timeline — CrazyEddieBlogger on May 19, 2009, 8:26 am
Tether Setup

Tether Setup

Well so far we’ve covered the Helicopter and station keeping, as well as the winch on the ground, so the next thing to explain is the cable assembly that lies in between. As is the case with everything about these games, things are not as simple as they first seem.

Coming out of the winch, the 3/16″ steel cable first travels horizontally for 15 m (50′) or so, and hits a pulley that is attached to the ground.  (Well actually it is attached to a couple of highway crossing plates, so it really cannot move). Going through the pulley, the cable turns 90 degrees and heads up towards the helicopter.

An interesting item here is the grounding jack. It turns out that there’s a very high electric potential difference between air at 5000′ AGL (where the helicopter is) and the ground.  If the cable is not properly grounded, it will get charged up and since the cable-air system forms an effective capacitor, the shock can be quite serious.  We mitigate that by keeping both cable and winch grounded at all times.  The current flowing through the cable will be minuscule – the point is that the cable never has enough time to get charged.

100 m (300′) up the cable resides the “bumper” – a stand-off on which the climber rests before it takes off.  The bumper is provided by the team and is compatible with their climber. An an added benefit for the cable grounding is that we can easily discharge a returning climber by simply touching the bumper, so we’re not worried about getting shocked by it.

Going through the bumper, the cable proceeds upwards another 900 m until we hit the end-of-travel target that indicated a successful climb.

At this point, the cable is connected to a 1/4″ lift cable that continues another 300 m towards the helicopter.  This stretch is designed to leave clearance between the helicopter and the laser beam. It is thicker, since if there’s a cable break, we’d like it to occur below the helicopter, and it also increases cable sag in a way that’s adventagous to us. Right above the end-of-travel target is a wind-direction indicator flag.

At 1300 m AGL, the lift cable attaches to a “remote hook assembly”, which is a 30′ thick Vectran rope that has an electrically actuated release hook.  If the pilot needs to jettison the load, this will be his first choice. At this point we also attach a draug chute, to slow down the tip of the cable in case it gets jettisoned.

We also place here a breakaway link, which is weaker than the cable. If the helicopter were to suddenly pull on the rope, and if the winch failed to yield (As it is designed to do) then cable disconnect will occur here.  It is important to connect the breakaway link above the parachute, not below it :).

Lastly, the remote hook assembly leads to the main disconnect hook at the helicopter, and a load cell, which tells the pilot how much tension he’s putting into the cable. 

I want to thanks Dave Lang of Lang & Associatesfor performing dynamic cable simulations for us, simulating oscillations and cable-break conditions.

Keith Mackey

PERMALINK Filed under: The Crazy Eddie Club — CrazyEddieBlogger on May 16, 2009, 8:28 pm
Keith on the road to Progress

Keith on the road to Progress

About 6 months ago, as we were drafting the helicopter-tether flight plans, it became obvious that we needed some expert advice.  So, I Google “Aviation Helicopter Safety Consultant Florida” (we were thinking about holding the games at Kenndy Space Center back then), and up comes this web site – http://www.keithMackey.com

Quite a heavy hitter, this guy is - was a 747 captain with Pan-Am, a safety officer, accident investigator, owned a helicopter company specializing in long-line operations, does FAA certification for helicopter operations (which I later learned is referred to as Federal Aviation Regulation (FAR) part 133). 

Should I call?  Obviously all my plans so far are quite amateurish looking.  Took me a couple of days to work myself up for it.. Took a deep breath, and dialed.  His wife, Renda, picked up. Obviously a home number. Keith is in the back working on an aircraft.  Great – what a way to start a cold call – get a guy out from the middle of a job, his mind is obviously somewhere else, this is going to be an uphill battle, that’s for sure.

“Hi – Keith? yes hi, my name is Ben Shelef, I’m calling from the Spaceward Foundation” 

“The what?”

“Spaceward – S-P-A-C-E-W-A-R-D.  We’re an educational non-profit that’s organizing a technology challenge in partnership with NASA…   I needed some advice on helicopter long-line operations – do you have a couple of minutes”?

Surprisingly enough – “yes, sure – go ahead”.

ok – so here comes the hard part – “have you ever heard of the Space Elevator project”…

This is where I usually get the “ahuh, yes, sure.  well – listen – I’m a bit busy this year, but you know, best of luck to you…” and I can see the other party doing the universal “kook” sign as they fumble their eyes and hang up.

Instead, in short, followed a 10 minute intense conversation by the end of which Keith is up to speed and totally engaged.  I’ve never seen anyone pick up the concept so quickly…  We had a meeting coming up at KSC to discuss our plans, and Keith could clear the time to attend – turned out he lived relatively nearby.

His ability to pull together technical, operational, safety, and human element considerations into a path forward is essential to having gotten so far.

Definitely an honor member of the Crazy Eddie club.

Leonardo The Winch (ee)

PERMALINK Filed under: Technical Tuesday, Timeline — CrazyEddieBlogger on May 12, 2009, 9:09 am
Wagner Smith T1DPT

Wagner Smith T1DPT

If this isn’t the world’s most forced pun, I don’t know what is.

A central part of setting up the games is to get the 1 km vertical cable raceway in place. The idea is to keep most of the cable on a spool, and have the helicopter pull it out, with the spool offering controlled resistance.  The process will be stopped by either increasing the resistance of the spool to above the helicopter’s pull force, or reducing the helicopter’s pull force to below the resistance of the winch.

The requirements on the winch are simple:  It has to work with at least 3000 feet of 3/16″ steel cable, it has to pull at anywhere between zero and several hundred pounds, and at speeds of zero to several meters per second (we want to cover 1000 m in about 5 minutes, so 3 m/s would be grand), and it has to work in both active (reel-in) and passive (pay-out) modes.

Turns out this is a pretty tall order.  Most winches do not go this fast, and if they do, they are weaklings.

Tow winches are too slow, and can’t take that amount of cable. Overhead lift winches – just the same. There are the winches used to launch gliders, but they are too fast and uncontrolled. Elevator motors are probably interesting, but I can just imagine the cost of building a portable elevator winch.

Luckily, we found an application with similar requirements – stringing power lines.  These are km-long operations, in which cable is pulled and tensioned as it is being fed into pulley on the power lines.  Perfect.  And the bonus is that often these operations are done with helicopters, so there’s precedent to using them in a fashion similar to what we’re doing.

The winch motor is hydraulic, which means there’s somewhat of a “soft touch” to it, and the breaking mechanism uses the engine as a hydraulic brake. Perfect.

The problem right now seems to be locating one. The king-of-the-hill is Wagner-Smith equipment, but these units are in strong demand and the nearest one I can find is located in Texas.  $2000 just to get it here, and probably another $4000 to rent.   Ouchie again. (and another reference to the “Help Us” box on the right!)

But the upside – we have the right winch. As a bonus, it a load cell measuring cable tension – very useful.  It also has a ground lug, which allows us to electrically ground the cable (more on that later)

Holger Schlueter

PERMALINK Filed under: The Crazy Eddie Club — CrazyEddieBlogger on May 9, 2009, 8:31 pm
Holger Schlueter - Laserman!

Holger Schlueter - Laserman!

Holger first called me about 2 weeks after the 2007 Space Elevator games.

At the time, I was deliberating on how to take the games forward.  After the games, I asked the teams where they’d like to go next, and how far they think they can beam to, and the answer I got was “1 km”.  This was a 10-fold increase in the beaming range, and I was not sure if it wasn’t too much.

Holger, as it turned out, just saw the video of USST’s power beaming performance in 2007, and got very interested in the Space Elevator concept. He called in to discuss a technical detail of the Space Elevator, and only introduced himself by name. As the conversation wore on, he dropped in that he was in a position to help with laser fire-power, so while still on the phone, I Googled his name (not an easy feat for a pathological uni-tasker such as myself) and realized I’m speaking with the VP lasers of TRUMPF – a very large industrial laser company, probably the biggest one.

Ok then – so I asked him if TRUMPF can support a 1-km power beaming challenge, and Holger said something along the lines of “you’re thinking about 1 km?  you’re absolutely nuts!  Of course we can do it!”

Holger should know – he has done some pretty impossible things at TRUMPF.  I got a chance to see the TRUMPF laser factory near Hartford, CT. Talk about Sci-Fi coming to life…  Many amazing machines in this world do not give a clue as to just how amazing they are.  Computers come to mind – they don’t look very powerful.  Neither do jet engines hanging off of jetliners.  But high-power lasers are a different matter.  Whether we’re talking CO2 lasers or solid-state disk lasers, one peek at the inner-workings just screams at you “Advanced Align Technology from the Future”.  So yeah, Holger’s playground.

In my engineering background, optics is a gaping hole. A shame really – I missed out on a lot.

Anyway, Holger then introduced Dave Marcotte, TRUMPF operation’s man, and we were on our way!

Categorically speaking, without Holger and TRUMPF’s support, the games would not have made it beyond the 100 m range.

Holger is definite Crazy Eddie material.

What are the Space Elevator Games?

PERMALINK Filed under: Start Here — admin on May 8, 2009, 3:14 am

The Space Elevator Games are two technology prize challenges that take aim at the two building blocks of the Space Elevator – Strong Tethers and Power Beaming. The games are backed by a $4M prize purse from NASA’s Centennial Challenges program, and are organized by the Spaceward Foundation. 

Dryden Power Beaming Split Teaser

The 2009 Power Beaming Challenge

At the center of the Power Beaming challenge is a 1-km vertical racetrack that has to be scaled by beam-powered vehicles, replicating the architecture of the Space Elevator. This year’s full prize will be awarded only to teams that can sustain an average speed of 5 m/s over the entire climb.

The Tether Strength challenge, which will be held a month later at the Space Elevator conference in Seattle, offers the prize purse to teams that can create a tether loop (2 m long, and weighing a maximum of 2 grams) that is stronger than a certain threshold. (These tethers today carry more than 1000 lb of force !)

Like all technology challenges, the SE games walk the line between full-bore technology development (as can be achieved by a dedicated research contract) and a full-bore public outreach (as can be achieved by an educational program). When the games started in 2005, the technology level was low. This was OK, since there was no previous experience or legacy to draw on, as was possible in things like rocketry, solar-cars, or other comparable programs. In 2009, the systems deployed at the games are state-of-the-art, achieving first-ever performance in the field of power beaming. In 2007, we also saw our first pure Carbon Nanotube sample, and we’re looking forward to seeing even more impressive results this year. (Since the Tether challenge is more “fundamental” than the power beaming challenge, we expected it to lag a couple of years behind the power beaming challenge)

The last benefit of the games approach is its ability to try many technical approaches at once. For the 2009 games, we had 11 teams start the registration process, wielding solution as diverse as Microwave beams and heat engines. Only 6 teams are still competing, but even in the narrower space of IR lasers (where they all ended up), each of the teams excels in a differnet aspect of the design. The prizes, unlike in traditional cost-plus contracting, are only awarded to the winning designs.

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