Difference between revisions of "Mission Possible C"

From Wiki - Scioly.org
Jump to navigation Jump to search
m
m (spelling)
Line 291: Line 291:
 
       T ---------------------------- heat ignites rodent ------------------------------ C
 
       T ---------------------------- heat ignites rodent ------------------------------ C
 
       C ---------------------- Burning rodent runs in tread mill ---------------------- M
 
       C ---------------------- Burning rodent runs in tread mill ---------------------- M
       M --------- rotating tread mill tips vile, spilling ammonia into clorox --------- C
+
       M --------- rotating tread mill tips vial, spilling ammonia into clorox --------- C
 
       C ---------------- Pressurized chlorine gas shatters glass container ------------ M
 
       C ---------------- Pressurized chlorine gas shatters glass container ------------ M
 
       M --- flying shards impact lever, launching ping pong ball and closing switch --- E
 
       M --- flying shards impact lever, launching ping pong ball and closing switch --- E

Revision as of 06:25, 23 April 2017

This page is about the Mission Possible competition for the C Division. To find more about the basic competition, go to the main Mission Possible page.

Template:EventLinksBox

Mission Possible C is an event in which teams make a Rube Goldberg device which uses certain tasks and runs as close as possible to the ideal time to gain the maximum number of points. The scoring method and start, end, and bonus tasks that the machine must complete differ every year.

Articles in this series

The following is a list of pages pertaining to Mission Possible for Division C. Some of these pages may contain outdated information.


Description and Scoring

Teams must design, test, build, and document a Rube Goldberg® - like device that completes a required Final Task using a sequence of consecutive Energy Transfers. Specific rules have varied widely over the years, so this wiki attempts to address the more recent iterations.

The rules for 2014 require that the builders document their device as a sequence of "energy transfers" , in which the form of energy (mechanical/electrical/chemical/thermal/electromagnetic) changes as the sequence of events progresses. In contrast, the most recent previous B and C division Mission Possible events allowed students to choose from a list of specified transfers, such as "Release the energy stored in a spring, such that it causes the next action." Some general rules that are usually part of every Mission Possible event are:

  • The machine must start and end with specific tasks, which are heavily weighted for scoring purposes. It is recommended for teams to use very reliable steps for such tasks because of the significant amount of points awarded.
  • Bonus Tasks can be attempted to earn more points.
  • A Target Time is specified with maximum points being awarded when the device achieves the Target time exactly. They are usually penalties for going over time.
  • 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 or the rules for each year.
  • An Energy Transfer List (ETL) is required to list the steps that the device performs.

Wow! If you are new to Mission Possible, you may be thinking, "This is too much! There is no way I will ever be able to do all of that!" The result of this reaction is that many competitions have only about half as many Missions as there are teams. Many students are intimidated to the point of not even trying. But here is something to think about - you don't need a Mission that has the maximum steps possible in order to compete or win. If the only thing you did was to build the Starting and Ending tasks - for 2014 that would mean to dump the items into the device and figure out a way to light the bulb, you would score 350 points - far more than all of the teams that didn't even try. And you could probably make this pretty much smaller than 60X60 x 60 cm, so you would score points according to rule 5c as well. A modest number of steps that work well is better than a large number that are unreliable!

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.

MPCWood.jpg
Wood Wood can be the cheapest and nearly the strongest of all the possible building materials. A box with three or more sides of thick (1/4" - 1/2") plywood, particle board, or solid wood will provide ample support for transfers and should not flex too much while it is being carried. If the machine will be using liquids, avoid particle board as it will deform if gotten wet. Wood is the primary building material of most Missions.
MPCPegboard.jpg
Pegboard Pegboard lies somewhere between cardboard and wood. It provides many convenient attachment points, but it is thin and not very rigid. Pegboard is popular among even the top 10 placing Missions at Nationals, but they always brace it with beams of solid wood. Freestanding pegboard is often too flexible for precisely calibrated transfers.
80/20® 80/20® is self described as an industrial erector set. It is a set of extruded aluminum beams with slots to attach other beams and components. Extremely rigid frames can be designed and built rapidly, but the frame itself has little surface area to work with. If you want to rapidly build with metal, but lack any tools, it is an option. It is also a professional engineering material, so it is expensive.
PVC PVC can be used to create moderately rigid frames, if it is cemented. A PVC frame with free joints is liable to come loose. Since it lacks flat sides for attaching transfers, PVC is not ideal and may be best for use as tubes or pressure vessels for individual transfers.
Toys Legos®, K'nex®, ball-machine parts, erector set, and many other building toys appear in Missions. They are suitable for individual transfers, but not for the superstructure of the machine. Toy building materials are also more likely to vibrate apart during transport than other materials. Secure them firmly to your box with duct tape or superglue. They do slide around, so be careful how much you rely upon these type of items for construction.
Copper Pipe Copper piping, like PVC, can be used to make a fairly rigid frame if the joints are fixed (with solder). Copper pipe is better for transfers like hydraulics or pneumatics than as a main building material.
Plexiglass Plexiglass always appears as a building material. There are places where it makes sense, but it is not ideal as the main frame of the machine. If there is a transfer that the judge needs to see, but might cause a boundary violation if not contained (like popping a balloon), enclosing it in plexiglass is an excellent idea. Beyond that, plexiglass can be difficult to build with because unless it is very thick, it is not rigid. It may also crack when being drilled or cut. Wood is usually a cheaper, sturdier, and better option unless transparency is truly necessary.
MPCScreen.jpg
Screen Screen is a cheap alternative to plexiglass for containing possible non-liquid boundary violations.

Planning

Planning is key! Before you start building and throwing stuff together, you should first make sure that in theory it will at least work. You will waste less time building something that won't work properly. Likewise, prepare extra ideas - you might need them later since through testing you will notice that not all steps will work as expected (but don't let this prevent you from trying!)

  • Brainstorm possible solutions to the tasks and bonuses. Before you build 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, though for the 2014 rules, parallel paths/transfers may be used for the Bonus Task.
  • 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! Know that you will not only lose points if it runs about the ideal time, but also for 2014 rules, you will not earn any points for transfers that occur after 3 minutes!

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 because the event supervisor might not allow 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.
  • Room temperature matters Most reactions are not affected by slight changes in temperature, but be prepared to test your device in a room with or without heating.

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. Note that Peltier devices may not be allowed by the 2014 rules.
  • 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. Additionally, some judges may ask you to send in your list days before the competition - check with your tournament director to be sure.
  • 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. A sample format that will be acceptable for all competitions can be found of the official Science Olympiad website.
  • Only include relevant information.
  • Document your tasks and bonuses by number. For 2014 rules, only number tasks that earn you points, and make sure they match the numbers labeled on your device.

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 its 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.

Type Alkaline Heavy Duty (Zinc Carbon) Nickel Metal Hydride Nickel Cadium
Large Lantern 6V/52Ah 6V/10Ah - -
Small Lantern 6V/26Ah - - -
9V 9V/.625Ah 9V/.33Ah 7.2V/.15-.175Ah 7.2V/.12Ah
D 1.5V/20.5Ah 1.5V/5.9Ah 1.2V/2.5Ah 1.2V/1.8Ah
C 1.5V/8.35Ah 1.5V/3Ah 1.2V/2.5Ah 1.2V/1.8Ah
AA 1.5V/2.85Ah 1.5V/1.1Ah 1.2V/1.7-2.5Ah 1.2V/.65Ah
AAA 1.5V/1.25Ah - 1.2V/.85-.9Ah 1.2V/.22Ah
  • 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

Note: No computers or integrated circuits are allowed for 2015, per rule 3.g.

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.

# Do Don't
1. Do have all participants and coaches read the rules thoroughly. Every word is there for a reason and we believe the participants should understand why each sentence was included in the rules. Don’t build anything before understanding the rules well enough to know how to maximize your score. And don’t build it the night before the event.
2. Do check the national and state web pages for clarifications. Don’t make rash assumptions and base your whole device on your own interpretation of the rules. (Discuss questionable issues with others.)
3. Do have the participants prepared to answer questions and defend their reasoning during the event. Participants should know why a particular component is classified as a certain type of Energy Transfer or Simple Machine. Don’t send substitute students to an event without preparing them in some way by performing practice runs and studying the rules and the Transfer Lists or Machine Lists.
4. Do allow the device to evolve during the school year. Start with some basic components that satisfy the goals and earn a modest score then work up to maximizing the score and earning every bonus point possible. Don’t try to earn all of the points and bonus points on your first attempt.
5. Do make the device less than the maximum size (about 5 cm smaller in each dimension perhaps). Don’t make the device exactly the maximum size and don’t forget to include all protrusions and the base in your measurements.
6. Do make the device sturdy enough to transport it. And consider having a box or case for it. Don’t forget to make the device small enough to fit on a bus seat if that is how it will be transported.
7. Do design the device to keep all of its components (especially liquids) contained. Don’t depend on having a table beneath the device (the state event is held on a carpeted floor).
8. Do design the device for simplicity of setup and for reliability. Don’t use expensive components that have to be replaced each time it is run. And don’t use components that seem to have a high failure rate.
9. Do prepare a list of potential failures & remedies. Don’t panic when a component fails.
10. Do prepare a checklist similar to a NASA checklist used during a rocket launch. (Make sure batteries are fresh and connected, candles are lit, chemicals are loaded, mousetraps are set, etc.) Don’t just hope that one of the other team members took care of a particular item. And don’t just hope for some good luck.
11. Do notice how important the execution time is. Many points can be earned by making a device run the proper length of time. Don’t allow precious time to be lost while trying to fix a stubborn component (it’s usually better to skip over one bad item).
12. Do design a timer such as a screw drive, water clock, sand clock, etc. into the device. Don’t use store-bought clocks in the device. And don’t use wristwatches or stopwatches during the event.
13. Do label each component from 1 to 30 (or whatever) such that the labels correspond to the Energy Transfer List or Simple Machine list numbers. Don’t make a mess of the labels by crossing out the labels and drawings arrows to/from/around them.
14. Do make the Lists legible. If they are difficult to read there will be penalties and it will probably slow down the event. Don’t attempt to present the List on a laptop computer or PDA (Palm Pilot, Pocket PC, etc.).
15. Do make sure that the List consists of sequential steps that lead directly to the next step. Don’t draw lines and arrows all over the List connecting the steps together in a roundabout way.
16. Do indicate bonus steps/points/attempts on the List and make sure the judge is aware of the bonus attempts. Don’t expect the judge to recognize a bonus attempt without indicating it in the List or perhaps on the device.
17. Do make sure that every step contributes to the completion task specified in the rules. Don’t add unnecessary steps. There are no “spare” energy transfers or simple machines and there is no reason to increase your risk of failure by adding more components.
18. Do be original and creative in your design. It should be fun to build it and fun to watch it run. And this could be a factor in breaking ties. Don’t use dangerous components in achieving your originality and creativity goals. Don’t use unguarded razor blades, flammable substances, dangerous chemicals, etc.
19. Do make sure that participants wear their safety goggles correctly during setup and operation. Don’t allow safety goggles to be worn around the neck when they are supposed to be protecting the eyes.
20. Do use normal, safe, inexpensive AA, AAA, C, D, 9-volt or lantern batteries if your device requires electricity. Don’t use dangerous, expensive batteries from cars, motorcycles, lawn mowers or other strange sources.
21. Do help the judge keep track of touches or adjustments by asking permission before reaching in to fix a broken or stubborn component. Don’t have all three team members sticking their hands in the device chaotically during operation.
22. Do request a brief explanation of your score before leaving the event. (Not all judges may comply and time may not always be available, but any event we are supervising should expect this courtesy.) Don’t leave a Mission Possible event without attempting to get an explanation of your score. And don’t leave without trying to check the math on your judge’s score sheet (with the judge’s permission, of course).


<spoiler text="2005 and before specific ETL">

  • Here is a sample list: Check your event rules for exact formating specifications.
     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 vial, 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

</spoiler>