Mission Possible C

=Description and Scoring= Students will construct a Rube Goldberg - like device which incorporates numerous steps to accomplish a given task. Specific rules have varied widely over the years, so this wiki attempts to address the more recent iterations.
 * A Target Time is given with optimum points being awarded when the devices meets the Target time exactly.
 * A number of tasks and/or bonuses are listed which the competitors can complete for points.
 * The machine must start and end with a specific transfer, this being the given task, which is heavily weighted for scoring
 * The beginning task is to drop a quarter on a mousetrap.
 * The Final task is to raise a sign with the teams name.
 * Limits are placed on maximum device dimensions, battery voltage, run time, and danger level of components.
 * Penalties are assessed for violating construction rules and for touching the device during operation.
 * Additional requirements or opportunities for points are specified for the different levels of competition.
 * An Energy Transfer List (ETL) is required to list the steps that the device performs.

=Construction= A device may have all of the possible transfers, but if they fail to function properly, the participant will end up having to touch the device and will lose more points than the transfers were worth in the first place. This means that every part of your device must be designed to work repeatably and reliably, or it is not worth having it in the machine.

Solid construction is one way to improve reliability. Machines made carelessly of Legos, K-nex, or other toys have a tendency to fall apart during transport to competitions. Hot glue, while very convenient for testing your device, should always be reinforced or replaced with screws where possible.

For more complex machines that attempt to satisfy many of the bonuses, surface area within the device on which to mount transfers is often at a premium. Builders should consider using at least two side walls, which dramatically increases available surfaces without sacrificing accessibility. Three walled devices and multi-decker devices are common at state and national competitions, but make it a lot harder to access your device for setup and troubleshooting.

=Planning=
 * Brainstorm possible solutions to the tasks and bonuses.Before you biuld you must figure out what arrangement of tasks will be the best for you. A good planning tip is to write out your tasks on flashcards, then arrange them and see in what order you want to accomplish your tasks. This is a very good visual for planning.
 * Try to have transfers begin and end with a common, useful interface. If every transfer starts and ends with an electrical circuit, it is easier to put everything together.
 * All transfers must follow a linear, sequential path. Parallel paths of tasks or transfers will result in penalties or violations.
 * Order transfers in the machine physically, so that one triggers the one next to it. This makes the machine easier to troubleshoot and judge.
 * Timing is important. Not only do you get points for having an accurate time, but the judge must be able to follow the action of your machine.Time the runs of you machine before you bring it on competition day. If it's too slow or fast you will need to make adjustments!

=Definitions and Terminology=

The 2010 and 2011 rules no longer classify transfers/tasks/bonuses into these categories, but they are still useful ways to think about the different ways of accomplishing a task.

Mechanical devices
Mechanical energy is by far the easiest to use. Anything that moves, or has the potential to move, can be considered mechanical energy: from rolling balls, to fans blowing air, to releasing a spring. Here are some tips to help you use Mechanical energy successfully.


 * Above all, avoid gross mechanical at all costs! Mechanical transfers are the most likely to fail. Every mechanical device has the potential to jam, break, vibrate loose during transportation.


 * Use as little mechanical as you possibly can. Use the smallest, simplest mechanical actions possible. A ball rolling down 6 ramps is no better than a ball rolling down 1 ramp.


 * Don't fight thermodynamics, or, let the machine do the work. If you have the option of having your device raise a weight or drop a weight, opt for dropping. Gravity always works.


 * Switches are your friend. Hitting a switch is the easiest way to get back to electricity.

Electrical devices
Electrical transfers are incredibly easy to incorporate into your device, as well as the very versatile and reliable. There are a wide variety of products on the market that can convert electrical energy into just about anything. Electrical energy is also the safest of all forms of energy allowed in the Mission Possible. When properly done, electrical transfers never fail. Here are some tips to ensure your success with electrical transfers.


 * Learn to solder! Even though using wire nuts or terminal strips is a lot easier and less permanent than soldering, the quality of the connection is inferior and can lead to increased failure.


 * Get a good book and read it. To succeed in electronics, you have to know a bit about electronics. Radio Shack sells some excellent books on introductory electronics. And old book is still useful, as many components have remained unchanged for decades.


 * Design before hand. Design how every circuit will work on paper first and use ideas from the web or books.


 * Cannibalize stuff. Go to yard sales and thrift shops and pick up various electrical gizmos to take apart.


 * Think carefully about batteries. Consider the type if battery you want to use and whether you want seperate batteries for every transfer or a single large centralized set.


 * Replace/recharge your batteries before your official run. This is just a good idea and will save a great deal of potential heartbreak.

Chemical devices
Chemical transfers may look hard to the casual observer, but in all actuality they are not. Burning anything is a chemical transfer, so is the timeless baking soda and vinegar trick. For the best chemical transfers, as well as most of the chemical bonuses, you have to think creatively. Your local chemistry teacher is an invaluable resource in your quest for the chemical transfer.


 * Safety first! Chemical reactions can be dangerous. If it is, don't use it!


 * Where should I start? Here are some questions to ponder when brainstorming chemical reactions.
 * What reacts to make gas, and what can you do with that gas?
 * What reacts to make heat, and can that heat be detected or used to do something?
 * What reactions produce a precipitate? What does that precipitate do to the opacity of the reagents?
 * What does it take to make light, and how would you detect it?


 * The next step: Implementation Once you have decided on what chemical reactions you are going to use, you have to figure out how to implement them in a safe and rule abiding manor. If your reaction foams or bubbles, make sure it can't spill. If you are mixing a solid and a liquid, consider powdering the solid to speed up the reaction.


 * Your chemistry teacher is your best friend. A chemistry teacher makes a great consultant during the design phase, as well as providing access to the chemical storage room.


 * Ambient conditions matter A reaction will occur slower or faster depending on the ambient temperature, so calibrate on-site.

Thermal devices
Thermal reactions are right in the middle as far as difficulty and complexity, but with a little creative thought they aren't that hard. Thermal energy transfers incorporate changes in - you guessed it - temperature. The change can be either an increase or a decrease.


 * Combustion is heat. If you get it hot enough, it will burn.


 * The Peltier Effect can provide hot and cold. The Peltier Effect Thermoelectric Cooling Module is really cool and can be purchased from almost any surplus catalog. When power is applied, these junctions get hot on one side and cold on the other.


 * Use radiant heat. Radiant heat is also a possibility when looking for a thermal transfer. If you can melt something with radiant heat, you could trip off a mechanical transfer.


 * Consider exothermic and endothermic chemical reactions: Some chemical reactions produce or consume large quantities of heat. Use them to melt something or trigger a sensor.


 * Nichrome wire! When nicrome wire is used to conduct electricity, it gets really hot. Hot enough to ignite a match or cut a string.

Optical devices
Optical transfers can be very useful to detect motion without touching anything, chemiluminescent reactions, light bulbs, and other devices.


 * Use references for circuits. A very good source for optoelectronic circuits is the Engineer's Mini notebook - Sensor Circuits found at your local Radio Shack.


 * Ambient lighting matters. If the lighting conditions on-site are different from where the transfer was calibrated, it may fail. Shield optical transfers from ambient lighting as much as possible.

The Energy Transfer List
Energy transfer lists are your interface to the judges, and thus, very important. Whatever you put on your list will be counted towards your score. The list must be accurate because any deviation in your list from the actual machine will result in lost points. From my experience, it is best to hold off on making you list until right before the deadline so that you don't trap yourself when you need to make changes. What follows are some pointers on how to be successful when writing your action transfer list.


 * Don't be late! The judges will not accept a late list, which means you will either loose points or be disqualified altogether. Trust me, no matter how convincing your argument, the judges will not bend on this one.


 * Be neat. It's just good practice to make your list look good.


 * Be accurate. An incorrect ETL will cost you points.


 * Follow the format mandated in the rules.


 * Only include relevant information.


 * Document your tasks and bonuses by letter.

=Transportation and Final Shakedown= Without an effective method of transportation, all of your hard work could end up being for nothing. Even then, once you reach your destination, it is very advisable to run a test run or two, just to make sure everything works as it should.


 * Do not use a courier to ship a mission possible! Even if you pay for a great deal for insurance and the best shipping plan, the middle-men within the company are not paid anything extra. Thus, they really don't care if your box is labeled "EXTREMELY FRAGILE!!!!!" Instead, use a straight line shipping service. A really great idea that I have been told is to ship via Greyhound Bus - the package never leaves the vehicle the entire way there. Or, if you are charting a bus, bring the Mission with you.


 * Build a sturdy crate. A wooden box to encase your mission is just a good idea. Half inch plywood works great.


 * Secure your device to it's crate. That way it won't get crushed if it is turned upside-down. Wood screws work best to mount a mission into a box.


 * DO NOT BRING CHEMICALS ON AIRPLANE CARRY ON! I have learned from experience, airport security does not like chemicals, especially oxidizers. If you need to bring chemicals with you, ship them out or arrange to buy them at the other end. It is also not a good idea to bring any fragile parts that even resemble anything potentially hazardous. Batteries are another thing that cannot be brought on carry on. You can check these things if your feeling dangerous, but if they are found, they will almost certainly be confiscated.


 * Run a pre competition run. I cannot stress this one enough. Geographic changes, such as elevation, temperature, and humidity can affect the performance of your mission possible, especially chemical transfers. Run a pre-competition run to make necessary adjustments.

=Battery Choices= Batteries are typically rated using:
 * Voltage: a measure of the electric potential. You simply have to choose the right voltage for your motor or it won't run or will overheat.
 * Amp-hours: abbreviated as Ah, this can be used to compare how long two batteries will last when doing the same thing or how much larger of a load one battery can support than the other. A larger Ah rating means a battery that will last longer under the same load or can power a more demanding device. Ah rating always appears on rechargeable batteries, but you will have to check manufacturer websites or just the table below as a general guide for Alkaline and Zinc Carbon batteries.

This table shows the voltages and amp hours of different types and sizes of batteries. Where possible, the data was from a single brand. Lithium-ion family batteries are not shown because their battery packs vary too widely for classification.


 * Non-rechargeable batteries
 * Choose Alkaline over Zinc Carbon (Heavy Duty) batteries. Alkaline batteries have more than twice the Amp Hours of Zinc Carbon batteries. A typical D-size Alkaline battery will have about 20 Ah to a Zinc Carbon's 6 Ah. The cost difference is justified by a longer useful life.
 * Larger batteries last longer. A D-cell battery should last between 5 and 7 times longer than a AA-cell. If the price makes sense, you are better off with a bigger battery.
 * For electrically intensive machines, consider a centralized large battery. A large 6V Alkaline lantern battery is equivalent to about 8 D-cells. A small lantern battery is equal to about 4 D-cells. A centralized battery means only one thing to check, one thing to hook up.


 * Rechargeable batteries
 * Upfront cost is high, but they pay themselves off. If your school could use the batteries and charger again in another event even if Mission Possible is not back the next year, investing in Rechargeable batteries is worth it.
 * Use only the right kind of charger for your batteries. If you don't, you will ruin the batteries and possibly the charger.
 * Battery packs can be convenient and powerful. All rechargeable battery technologies are sold in packs of already connected batteries. This simplifies charging, though demands a compatible charger.

=Programming with Legos for Mission Possible=
 * See Lego Programming for tips.
 * See Sample Mission NQC Code for Dark Sabre's 2005 nationals code.

=Coach’s Training for 2002 Ohio Science Olympiad Mission Possible Event= The following is a list of Do and Don’t items concerning the Mission Possible event.

 START quarter is dropped --- M      M - quarter connect switch -- E      E - power ignites magnesium - T      T -- heated magnesium sets off thermite - C      C --- Thermite creates light --- EM      EM - intense light powers photo cell  E      E -- Power activates Jacob's ladder, making heat and launching ping pong ball --- T      T  heat ignites rodent -- C      C -- Burning rodent runs in tread mill -- M      M - rotating tread mill tips vile, spilling ammonia into clorox - C      C  Pressurized chlorine gas shatters glass container  M      M --- flying shards impact lever, launching ping pong ball and closing switch --- E      E -- power activates 1000w spark gap transmitter --- EM      EM -- interference interrupts TV reception -- E      E  screwed up TV makes toddler have tantrum - M      M -- sound from toddler trips circuit --- E      E - circuit rings bell -- M      M  sound from bell activates Pavlov Dog, causing drool -- M      M --- drool fills cup, tripping liquid sensor --- E      E --- motor turns launching ping pong ball  END
 * Here is a sample list: Check your event rules for exact formating specifications.