storm the castle - soinc.org
TRANSCRIPT
DISCLAIMER ?
2
This presentation was prepared
using draft rules. There may be
some changes in the final copy of
the rules. The rules which will be in
your Coaches Manual and Student
Manuals will be the official rules.
DESCRIPTION
Teams will design, construct, and calibrate
a device that uses only the energy of a
falling counterweight to launch a projectile
as far and as accurately as possible.
3
WILL THIS BE YOUR TEAM’S ENTRY?
http://www.youtube.com/watch?v=thiTa8wfZsc
4
EVENT PARAMETERS
Graphs
Must prepare up to 5 graphs showing the mass of
various projectiles or counterweights vs. distance.
May have to submit graphs before day of
competition.
Must have duplicate set.
May have to answer questions about data collection
May submit example calculation page
demonstrating how to use them.
5
EVENT PARAMETERS
Impound – device and any supplies such as
tools, notes, graphs.
Teams must use same projectiles,
counterweight, and target provided.
Participants must PROPERLY wear eye
protection rated ANSI Z87+ during set-up,
testing, and launching
6
CONSTRUCTION
Entire device must fit into a 75 cm cube when in ‘ready to fire position’.
Triggering device
Not part of launch – must extend outside of launch area – need not return to launch area
Battery triggered device OK – radio control not OK
Must not pose danger due to flying parts, etc.
Device must accommodate given counterweight and projectiles.
7
CONSTRUCTION
Counterweight (CW)
1 – 3 kg mass with a hook on top
Must fit into 15 cm cube
Device attachment point no more than 6.5 mm thick with a hole at least 9 mm no more than 1 cm from edge of material
Projectiles
Mass of 20 – 60 grams
Spherical, with diameter not exceeding 6 cm
8
CONSTRUCTION – ENERGY RULE
The device, without CW or projectile, must NOT contribute energy to the launch.
Center of Gravity drops during launch (FAT)
Triggering process provides momentum
Some form of potential energy is used
Compressed or stretch elastic solids, compressed air
Without CW & projectile, unloaded launch arm must not make a launch motion when released from any position prior to where projectile is released.
9
COMPETITION
When instructed, teams place device anywhere
within a 2m x 2m launch area.
Will it move forward on firing? – then don’t put it right up
to the forward line
May not anchor it to the ground
Use of AC powered electrical equipment to
setup or operate device is prohibited.
10
COMPETITION
Except for the triggering mechanism, no part of
device or CW may extend out of Launch Area
before triggering or after launch motion is
complete.
Any part that extends out of the launch area
during the launch must return to rest within the
Launch Area without assistance.
11
COMPETITION
The target will be a box at least as large as a
20 cm cube, with an open top.
Before the first launch, team must announce the
position of the target in whole meters (Target
Distance)
If the target is hit, the team may request that it be
moved to a new Target Distance (in whole meters).
Judges will indicate each projectiles first impact.
The device may be moved within the Launch Area
between launches.
12
COMPETITION
Launching – during the launch
Students may not touch or hold the device
May not be in the launch area
Students often get out of launch area, then reach in as
they trigger the device
May not be in front of the line that marks the front
edge of the launch area
May touch only the part of the triggering device that
extends outside of the launch area
13
COMPETITION
Teams have 5 minutes to make 3 launches
No practice shots permitted
Must warn ES prior to each launch
It will NOT count as a launch if the participants
attempt to initiate a launch but the device does
not go through the launch motion.
14
COMPETITION
The time the ES spends measuring the
distance or moving the target does not count
against the team’s 5 minutes
ES will retrieve the projectiles and return them
to the students if fewer than 3 projectiles are
provided to the team
15
COMPETITION
In the event of a rule violation or penalty, the
clock will stop and the reason will be explained.
The team may continue after the clock has been
restarted
Teams will be immediately disqualified for
operating in a manner deemed unsafe
16
COMPETITION
Teams may modify their device, within the
rules, while under their 5 minutes.
Must use only the tools and supplies impounded
If a part of the device does not return to within
the Launch area on its own, the device may be
repaired or repositioned (within the 5 minutes)
and the subsequent launches scored normally
17
SCORING
Each projectile’s first impact point will be
measured and recorded in meters to the
nearest centimeter.
The Target Distance (TD) is the distance
requested by participants and measured from
the front of the launch area to the center of the
target
18
SCORING
The Accuracy Score (A) is the distance from the
projectile’s point of first impact to the center of
the target.
The Launch Score (LS) for each launch will be
LS = TD – A + B
The Bonus (B) is 0.1 x TD if the projectile, on
first impact, lands in and stays in the target
19
SCORING
If the projectile hits the target on first impact,
the Accuracy Score will be 0
If any part of the device leaves the Launch Area
and does not return on its own, the Launch
Score will be 0
If the Launch Score is calculated to be less
than 0, it will be set to 0 for final scoring
purposes
20
SCORING – GRAPH SCORE
One graph – chosen by ES
2 pts if labeled with school and student’s names
2 pts for appropriate title and X and Y axis labels
2 pts for appropriate units and axis increments
1 pt for each graph turned in (up to 5 total)
1 pt for an example calculation page turned in
Partial credit may be given
Maximum Graph Score (GS) possible is 12 pts
21
SCORING - PENALTIES
3 point penalty will be assessed (each time) if:
A participant is warned by the ES for not
CORRECTLY wearing proper eye protection
A participant is in the Launch Area when the launch
is triggered
The device goes through an unintentional launch
motion
No warning is given prior to a launch
Outside coaching
22
SCORING – FINAL SCORE
FINAL SCORE =
Sum of 2 Best LS + GS – Penalties (if any)
Tiering
Tier 1 – all teams whose devices meet all specs,
ranked by scores
Tier 2 – Teams whose devices do not meet specs
Tier 3 – Teams who missed impound
23
SCORING – TIE BREAKERS
Tie breakers
1st – Best Launch Score
2nd – Second best Launch Score
3rd – Third best Launch Score
24