Mousetrap Vehicle

Mousetrap Vehicle is a building event in which teams build a vehicle powered by one or two mousetraps. The vehicle must be capable of pushing a plastic cup 3 meters or more down a track, reversing direction, and stopping as close to the vehicle target point as possible. It is a Division C event for the 2018 season, and has been an event in both Division B and Division C in the past.



How It Works
1 or 2 mousetraps are mounted on the car. Most often, a long dowel or other type of rod is attached to the mousetrap so that when the mousetrap is triggered, it pulls the rod and the attached string, which unwinds from around the axle, which turns the wheels, propelling the car.

Building
Building materials you can use vary greatly, depending on your level of skill. Experienced builders might use light balsa in pre-designed arrangements. You can find kits and books available in most hobby stores to help educate you on how a mousetrap vehicle works. The kits are usually make of balsa wood, but some kits are available that are made of plastic (careful examination should be used to ensure that these kits don't have pre-made mousetraps or other illegal items) made for home experiments. Many methods can be used to build a mousetrap vehicle, and it is suggested that you go to the Mousetrap Vehicle Forumfor tips and information.

Number of Turns
To figure out the number of winds needed, all you must do is get the circumference of your wheels that are being driven and divide the distance by circumference. However, due to inertia, you must test a lot to find out how many winds your string needs to go around the axle initially. Some vehicles need more or less than others, even with wheels of the same size and material. Careful attention should be taken to ensure that the track is free of debris that could affect your mousetrap vehicle. High-caliber teams should take every detail to attention to ensure a winning score.

Adjusting the Vehicle
To reach the next level, the vehicle's design should be adjusted to better fit a variety of properties. There is no single strategy that will yield a perfect vehicle, and adjusting one element to fix one property of the vehicle may cause a negative change in another property; this is all part of the design process. All of the following tips require testing to reach the vehicle's full potential.

Making Your Car Go the Distance
If, for some reason, your car can't travel the minimum 8 to 10 meters, try these tips (if your car isn't moving at all, go to the next section as you most likely need more power).


 * Make your drive axle thinner, this will allow you to wind your string around the axle more times, and thus your car will go farther.
 * Make your drive wheels larger; wheels with a larger circumference will travel more with each rotation.
 * Make your drive string longer. (This will also require a longer lever arm.)
 * Make your car lighter.

Making Your Car Faster
Making the car travel quickly is an important factor in the score. Follow these tips (note that they are opposite of the distance tips, so you will need to find a balance between the distance you can travel and speed; you will generally want to just be able to make the distance with a little wiggle room).
 * Thicken the axle: wrap some tape radially around the axle; it may be surprising as to how much faster this makes your car. This also helps if the vehicle isn't moving at all.
 * Use smaller wheels, they need less force to complete a rotation.
 * Decrease the vehicle's weight

Making Your Car Accurate
Another factor into the score is the accuracy of the stopping point of the car. It is common to include a braking system in mousetrap vehicles. Especially common are wingnut systems. See the brakes used in the previous event "Scrambler" for an example, or the picture in the link in the next section below.

Making Your Car Go Straight
In the 2018 competition, the track must be at least 1 meter wide, therefore, traveling straight is important. If you cannot build the axles to be exactly parallel, then there are some other options. One commonly used solution is to build the car in two halves. The front axle will be part of the front half, and the rear axle will be attached to the back half. The two halves of the vehicle are connected together with a bolt that runs to the middle. Here is a modified example of this method. To adjust the path of the vehicle, simply loosen the bolt, turn the front half, and lock it in place by tightening the bolt again. Now you can adjust how straight or curved the path of the vehicle is.

Note that the picture is from the event Battery Buggy, and electricity is not allowed in Mousetrap Vehicle!

General Tips

 * 1) CD's or vinyl records are common wheel ideas. Rubber bands or balloons can be placed around CD's to add traction.Also, good wheels can be found at local hobby stores. Airplane wheels are often light and come in a variety of sizes. The only problem is they can sometimes be reasonably expensive.
 * 2) If possible, try to test on a surface similar to the one that you will encounter at the competition. Testing on tile and then competing on hardwood will affect your vehicle's performance. Best way is to test on multiple surfaces, and keep data for each one. Also, the importance of clean floors cannot be emphasized enough: the results will be varied if the floors are dusty or have small pieces of trash on them.
 * 3) Possible places to practice can be:
 * 4) a school gym
 * 5) cafeteria
 * 6) hallways
 * 7) For string, Kevlar fishing wire works quite well. Sewing thread breaks fairly easily. It is best to have thin string so that the thickness of the string doesn't interfere with winding the string.
 * 8) When building, it may be best to move the mousetraps as far from the driving wheels as possible. This enables you to maximize the length of the lever arm and the drive string. If the lever arm sticks beyond the axle, the string must extend back to the axle to wind around it, so any additional string is wasted.
 * 9) When winding the string, you can lock the mousetrap(s) and hold the string tightly (you don't want any slack on the string around the axle), and turn the axle in the opposite direction that you want it to go. Or you can wind the string around the axel and then lock the trap(s), eliminating the requirement to pull the string tight as you wind it.

Scoring
The goal is to have the lowest final score. Each team is given a total of 8 minutes to attempt 2 runs. The lower score of the 2 runs will be the teams Final Score. If a team cannot successfully complete a run in the 8 minute block, they are given participation points and scored in a lower tier, but they are still scored above no shows.

The run score is calculated as following: 2*(Vehicle Distance in cm) + Cup Distance Score (300 + the distance in cm to the ctl, 0 if the cup is beyond the ctl) + Run Time + Penalties

Vehicle Distance
Vehicle Distance is calculated as the distance from the VTP to the closest part of the dowel, to nearest 0.1 centimeter. If the dowel covers the VTP, the Vehicle Distance is 0.

Cup Distance Score
The Cup Distance Score is the distance of the cup to the CTL when it has reached the final resting position. A score of 0 is given if the entire cup ends up past the CTL. If the cup does not pass the line, the score is the distance to the nearest 0.1 cm from the cup furthest from the CTL to the CTL + 300.

Run Time
The run time begins as soon as the mousetrap is released, and is measured until the mousetrap stops completely for 3 seconds.

Penalties
A penalty of 250 points is given for teams with incomplete practice logs. A penalty of 500 points is given for teams that do not impound their practice logs. A penalty of 2,000 points is given for every competition violation, with a max of 8,000 points. A penalty of 5,000 points is given for every construction violation, with a max of 15,000 points. A penalty of 10,000 points is given for every run with a vehicle not impounded during the impounded period.

Ties
Ties are broken in the following sequence: 1) Lower Cup Distance Score 2) Lower Vehicle Distance 3) Lower Run Time 4) Lower Run Score of the other run

Resources

 * Several sections of the Scrambler wiki