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CROSS FIRE

Time and again when men waged war on each other, empires looked to restore their glory; countries intended to display their military might, levers went down, gears creaked, engines roared. Machines stood tall and evolved with every instance. Dating back to a century, the world experienced a massive surge in the development of war machines. A new breed of ships, battle tanks and most importantly airplanes were unleashed on each other.Ungodly technological advancements were made. The roots of todays science & technologies go as far back as these tough times.

When uniformed men formed ranks, machines displayed their prowess in suppressing the enemy and oppressing their front line. An age was formed where machines completed men. A new generation of MECHANICAL ENGINEERS was thus born to the world. A new sphere and a new dimension were added. Machines started being used for waging war and maintaining peace. A need to build machines that lead to a glorious tomorrow was felt. Now your country is waging a war against a very competitive enemy who equals your strength in every aspect. Its time you show your real potential to your enemies.

The enemy territory is lit with full of activity. Missiles are loaded onto the bay. Strategic points are marked and tanks and men are positioned. A sense of urgency has spread over your land. At 0900 hours, an immediate aerial recon of the enemy land has been called for. Only one Hawk is up on the deck and ready to go. Are you brave enough to venture there, look into the situation and land home safely to help your machines and men win the war for your country? Then you got a WRIGHT FLIGHT in you!!

The fire and storm of battle has just begun consuming the nations. Man and machine have started bracing themselves for what is to come. On the shores, a fleet is being manned. The ships are about to be set on sail to the forefront. Setting sail might turn out to be the easiest of all the tasks to be accomplished compared to the ones that need to be completed. A million hurdles stay on the way. Prove that you are able enough to make your way past the mines and lay down traps for your enemy. Then its time you venture into PROTEUS. A full fledged war is imminent!!! Artilleries and ammunitions are being moved to the war front and are being placed in strategic places so that it could hit the spine of enemy supply routes. Of all these difficulties a river has to be crossed through a bridge that is wide enough for only one vehicle. Time is running out. Make sure you can pass this hurdle and be productive to your nation by building a PERFECT

MACHINE.

The dawn to stand up for the country has finally broken. Adrenaline rushes, buzzing of men and machine have finally come to a juncture where one get pitched in against the other. Arms and ammo loaded the machines race onto the battle front. Artilleries bursting one after the other, machines are blown apart. Some crumpling into bits while others standing high above the others, proud to have served their purpose. Do you have the hearts and power to go out there and stand one shoulder above the other? Its time for your army to display its capabilities in ROBOWARS.

Men are stranded across the bay. The battalions have completely run out of supplies. A weapon and energy drained squadron remains on the battle front. An expectant forefront waits for the reinforcements. An eminent danger looms large overhead. Time is of the essence. You are on a race against time to take the men and machine to them. Now VELOCITY is all that matters.

We, thus intend to exploit the creativity, technical skills and power of the many. A horde of events stay in the offer testing the skills of participants in building machines hovering in the air, sailing on the waves or going on a rampage on the dusty lands. Be it the lightening race between the little cars, the Mexican standoff between the hammer wielding bots, scampering of the little machines to complete their tasks, the desperation to stay afloat in the air or water, the adrenaline rush, shouts of joy, tears of loss, MECHNICAL EVENTS promises to bring all of it this year into your midst.

The Wright Flight


INTRODUCTION
The enemy territory is lit with full of activity. Missiles are loaded onto the bay. Strategic points are marked and tanks and men are positioned. A sense of urgency has spread over your land. At 0900 hours, an immediate aerial recon of the enemy land has been called for. Only one Hawk is up on the deck and ready to go. Are you brave enough to venture there, look into the situation and land home safely to help your machines and men win the war for your country?

Hereby, we intend to explore the airs, a totally untouched area. The event needs you to build a glider that can hover silently as high as possible above the war zone and land safely completing its mission.

GENERAL RULES
Contestants will have to register online. On spot registrations can also be done. The students must carry valid student ID cards of their college which they will be required to produce at the time of registration. A team may comprise a maximum of FIVE participants. Readymade kits are NOT allowed. Usage of Ready-to-Fly (RTF) and Almost-Ready-to-Fly (ARF) kits is strictly prohibited. Teams should note that the place where flight testing is done is an open area; hence changes in wind direction may occur. The organizing committee will not be responsible for any change in weather at the time of testing.

The glider has to be as per the specification mentioned below. A team is permitted to compete with more than one glider compulsorily of same design and that design can be registered only once. Any team that is not ready at the time specified will be disqualified from the competition automatically. The glider will be checked for its safety before the event and would be discarded if found unsafe for other participants and spectators. The organizing committee wont be responsible for any damage done to the glider during the course of the event. The teams must adhere to the spirit of healthy competition. Judges reserve the right to disqualify any team indulging in misbehavior. Judges decision will be final and binding.

EVENT FORMAT
In this event, contesting teams must build a Glider- an aerial reconnaissance vehicle. The glider must be entirely unpowered. The glider is chucked by hand and this should be the only way of providing the initial thrust. A Hard copy of the report spanning one page has to be submitted by the teams on the day of the event regarding their glider construction procedure , materials used, design aspects etc , which will be the judging criteria of your glider in case of a tie. The event shall consist of 2 rounds - one preliminary and a final round. In the preliminary round, the participants are required to chuck the glider by hand to a maximum horizontal range and glide for the longest time period (Fig 1). The teams clearing the preliminary round qualify to the final round. In the final round, the teams are supposed to chuck their glider again by hand but here it is tested for maneuverability. The glider is required to go through a pre designated path and then maneuver across the given arena and crossing each checkpoint (Fig 2). Each team will be given THREE trials in each round and the best score from the three trials will be considered for the final scoring. The teams will have to bring their own radio control equipments and the organizing committee wont be providing any.

GLIDER SPECIFICATIONS
Maximum wingspan of the glider must be 1.5 m. Maximum weight of the glider should be less than 1kg. Any material may be used for fabrication of glider. Use of IC-engines in any form is not permitted. The initial thrust to the glider is provided by means of chucking by hand only. Participants can use a maximum of 3 servo motors only for control surfaces.

ARENA SPECIFICATIONS
The height of the building from which the participants will be launching their glider is 9 meters and flight area of 35 m X 25 m.

START POINT FIG 1 (dimensions in meters)

Fig 2 (dimensions in meters) Arrows indicate designated flying zone

JUDGING CRITERIA & SCORING


The following will be considered while judging the glider: Preliminary Round: (Gliding TEST) P1= (L x T * 0.5) + sf Where L = horizontal range achieved. T = time taken while gliding from chucking to touchdown in seconds. sf = bonus points given for safe landing ( on a scale of 1 to 20 )

Final Round: (Maneuverability TEST) P2= (n x T x 0.6) + sf Where n = Number of checkpoints reached T = time taken while gliding from chucking to touchdown in seconds. sf = bonus points given for safe landing ( on a scale of 1 to 20 )

Report(R) (on a scale of 0 to 50) Design & construction Material used Other details Total points= 0.2 x P1 + P2 + R Design & construction: More weightage for the glider with less weight to wingspan ratio. Minimum distance of 7 meters has to be covered by the glider in Preliminary round. *Safe landing for gliders with control surfaces is defined as landing under complete control of the plane and for uncontrolled planes it is decided based on the impact due to landing. The points awarded are completely are the discretion of the judges and is unquestionable. *Glider is defined completely unpowered flying machine. (For more details check http://science.howstuffworks.com/transport/flight/modern/glider1.htm) 25 15 10

CONTACT DETAILS
Prasad P - (+91) 9591561518 Sudhir Krishna G - (+91) 9686125938

LAST UPDATED ON: 10th October 2012 Mail your queries / submission to skg.09M258@nitk.edu.in

For continuous updates like: https://www.facebook.com/MechEvents

Proteus
INTRODUCTION
The fire and storm of battle has just begun consuming the nations. Man and machine have started bracing themselves for what is to come. On the shores, a fleet is being manned. The ships are about to be set on sail to the forefront. Setting sail might turn out to be the easiest of all the tasks to be accomplished compared to the ones that need to be completed. A million hurdles stay on the way. Prove that you are able enough to make your way past the mines and lay down traps for your enemy.

Want to make a splash at Engineer 2012? This year Proteus brings you the ultimate water bot competition where bots need to burst balloons underwater and reach the destination in record time. A simple event, this is meant for anyone who can think smart and think simple. Read on!

GENERAL RULES
The students must carry valid student ID cards of their college which they will be required to produce at the time of registration. A team may comprise a maximum of FOUR participants. Readymade kits are NOT allowed. The team is not permitted to compete with more than one bot. Teams will not be allowed to modify their bots during their trial. Judges decision in this regard will be final and binding.

EVENT RULES
The bot has to start the event from START ZONE. There shall be 2 qualifying rounds; one to test your manoeuvrability and speed and the other to test how well you can destroy the given target. The top 8 from combination of the rounds qualify for the final round. The final round is going to test both the skills of the bot. It has to manoeuvre itself around the arena while bursting balloons that are at varying difficulty levels distributed across the tank. The maximum time allotted for a trial is 7 minutes (including setup time). Teams will be provided with an external 230V AC power supply. Teams must take care to ensure that the propulsion system and transport mechanism employed in the bot does not in any way damage the arena or splash water out of the tank. The teams are allowed to mend their bots only after each trial not in between trials.

EVENT FORMAT
ROUND 1
The bot will have to travel in along the tank and on reaching the other end it has to go around a stationary obstacle and return to the starting point in the smallest time(time= t1)

ROUND 2
The bot will have to burst an easy level target starting from 1m away in the smallest time possible (time=t2).

FINAL ROUND
The participants are supposed to start from the easy level target and go on destroying targets while manoeuvring in the tank. The team which destroys all the 3 targets in the minimum possible time wins.

SCORING
Time taken to complete round 1 = t1 (in seconds) Time taken to complete round 2 = t2 (in seconds) Final Round Qualifying Score = Top 8 teams taking lowest time of (t1+t2). Final round scores= {(n1 X 4) + (n2 X 8) + (n3 X 10) + e (50 X n / t) } where, n1= Easiest balloon burst. n2= Moderate balloon burst. n3= Hardest balloon burst. n= number of balloons burst. t=time taken to burst n balloons (in seconds). In case of a tie in final round, qualifying round scores will be considered.

BOT SPECIFICATIONS

Bots may be wired / wireless. The controlling wires (if any) should not be held taut at any point of the event. Bot dimensions should not exceed (L*B*H) 30*30*35 cm3 with L & B making a plane parallel to water surface. Please note that a bot which fits into a box of 30x30x35 cm3 might not satisfy the above condition .The organisers decision in this regard will be final. There is no restriction on the weight of the bot. The potential difference between any two points on the bot should not exceed 12V. Electrical components such as motors must be adequately insulated to prevent complications arising from coming in contact with the water. There is no restriction on the type of design of the bot. It is left to the participants to design their bots according to their own strengths.

ARENA SPECIFICATIONS

The flume will be transparent on one side, and open from the top. The width of the flume is 0.72 m. The flume will be filled with water up to a depth of 0.5m. There are two obstructions of length 0.35m perpendicular to the wall of the flume. Please refer the diagrams for further details regarding the arena.

Figure 1: Arena in 3-Dimensional view.

Figure 2: Top view of the Arena

CONTACT DETAILS

Prasad P - (+91) 9591561518 Sudhir Krishna G - (+91) 9686125938

LAST UPDATED ON: 10th October 2012 Mail your queries / submission to skg.09M258@nitk.edu.in

For continuous updates like: https://www.facebook.com/MechEvents

Perfect Machine
INTRODUCTION
War is imminent!!! Both the sides are in preparation for the battle. Artilleries and ammunitions are being moved to the war front and are being placed in strategic places so that it could hit the spine of enemy supply routes. Of all these difficulties a river has to be crossed through a bridge that is wide enough for only one vehicle. Time is running out!!

Placing these artilleries, creating a bunker on the war front is no more than solving a puzzle!! The objective of this event is to place a required set of puzzle pieces in the correct orientation, in their respective places using a remote controlled bot, before the opponent does the same.

GENERAL RULES
The students must carry valid student ID cards of their college which they will be required to produce at the time of registration. Contestants will have to register online. On spot registrations can also be done. A team may comprise a maximum of FIVE participants. Readymade kits are NOT allowed. Judges decision in this regard will be final and binding. The team is not permitted to compete with more than one bot. Teams will not be allowed to modify their bots during their trial.

EVENT FORMAT
The Event will be a one on one competition. Each round will be of a maximum of 15 min duration. Fig 1 portrays the arena which has to be traversed by the competing bots. It consists of 2 segments separated by a bridge. Each team has to solve a puzzle consisting of 5 puzzle pieces in their respective colours. Of the 5 pieces 2 pieces (starred pieces) will be placed at the starting point along with the bot and the remaining 3 puzzle pieces( Regular pieces) will be placed in space where they will be solving the puzzle. Solved puzzle will be shown to competitors before the event. Each bot must have a mechanism to move the pieces and place them in their respective positions. Starred pieces have to be pushed from starting point, over the bridge and finally should be placed in respective position in puzzle area. It is imperative that the bots traverse the bridge in order to complete the task. The white region is the neutral region which can be traversed by both the bots.

EVENT RULES
Each bot will be given only one round in which they need to arrange the puzzle pieces. Placing puzzle pieces in their respective position, correct orientation and time taken will be used to determine the top 4 competitors. The top 4 will again solve the same puzzle and the winners will be decided by the end of this round. The bots should not have any attacking mechanism specifically designed to attack other bots. If the bot gets immobilized (unable to show minimum linear displacement of 10cm for 30 seconds) the bot will be disqualified. If a bot get toppled during the event they can restore their bot any number of times. The teams should make sure their wires are slack and all the wires coming out of bot need to be tangled together. The wires used by the teams should be a minimum of 3 meters in length. The wires coming out of the bot should be placed in such a way that it should be safe from any attacks on the bot. The organizers reserve the right to change any or all of the above rules or add any rules as they deem fit. The machine would be checked for its safety during registrations. In case of unsafe robots, the teams will be allowed to modify the robot before the registrations close. The arena should not be damaged by the bot doing so will lead to immediate disqualification. Violation of any of the above rules will lead to disqualification. Judges' decision shall be treated as final and binding on all.

Fig 1: Arena which has to be traversed by the competing bots

JUDGING CRITERIA & SCORING


A puzzle is considered as solved only if it is placed well within the respective area. The score given to each team at the end of their trial is as follows

Score = 10*(n+ (3*k)) (i+1)/t


Where, t= Time taken to complete the task in minutes. (t max =15) n= Number of Regular puzzle pieces placed in their respective place (n max = 3) K= Number of Starred puzzle pieces placed in their respective place. (k max =2) i= Number of puzzle pieces placed in right orientation. (i max =5)

SPECIFICATIONS
BOT SPECIFICATIONS The initial bot dimensions should not exceed 30 x 30 x 20 cm3 excluding the control device dimensions. This dimension excludes the pneumatic or hydraulic pumps, if used. The weight of the bot should not exceed 15 kgs. The bot can be controlled wirelessly or with wires. Readymade wireless remote control units may be used. In case wired control is used, the wire(s) must remain slack throughout the event. If the wires are visibly taut, the team would be immediately disqualified. Single phase external 230V AC power will be supplied. Maximum voltage between any two points on the bot must not exceed 24 V DC or 24 V AC.

PUZZLE PIECE DIMENSION Total number of puzzle pieces to be solved =5. The dimension of each puzzle pieces is 10x10x10 cm3. The weight of each puzzle will be 0.2kgs.

MOBILITY
All robots must have easily visible and controlled mobility in order to compete.
Any machine component should not be detached (intentionally) during any point of the event. Methods of Mobility include: o Rolling (wheels, tracks or the whole robot) o Walking (linear actuated legs with no rolling or cam operated motion). o Shuffling(rotational cam operated legs) o Jumping and hopping is not allowed o Flying (airfoil using, helium balloons, ornithopters, hovercrafts etc.) is not allowed.

ARENA SPECIFICATIONS
Traversing routes Fig 2 represents the paths that the teams are required to use. These are indicated using arrows in their respective colors. The white region is neutral and can be traversed by both the teams. The bridge is common to both teams. The dimensions of the bridge are as indicated

Fig 2: paths that the teams are required to use

Fig 3: The dimensions of the bridge

CONTACT DETAILS
Keerthan Sharma - (+91) 8971897568 Sudhir Krishna G - (+91) 9686125938

LAST UPDATED ON: 10th October 2012 Mail your queries / submission to skg.09M258@nitk.edu.in For continuous updates like: https://www.facebook.com/MechEvents

Robowars
INTRODUCTION
The dawn to stand up for the country has finally broken. Adrenaline rushes, buzzing of men and machine have finally come to a juncture where one get pitched in against the other. Arms and ammo loaded the machines race onto the battle front. Artilleries bursting one after the other, machines are blown apart. Some crumpling into bits while others standing high above the others, proud to have served their purpose. Do you have the hearts and power to go out there and stand one shoulder above the other?

This ENGINEER experiences a thrill that it never had before as the mighty robots fight for survival in a one on one battle. Build the fiercest, meanest and the toughest bot to pave your way through the arena and defeat the opponent in this one-on-one tournament. The goal of the game is to make your robot kill all other robots and be the lone survivor. Read on!!

GENERAL RULES
Contestants will have to register online. On spot registrations can also be done. The students must carry valid student ID cards of their college which they will be required to produce at the time of registration. A team may comprise a maximum of FIVE participants. A team can comprise of students from different colleges. The team is not permitted to compete with more than one robot.

EVENT FORMAT
Robots have to be registered at the event venue before 12.00 noon. No registrations will be entertained after the registration desk closes. The robots have to be submitted to the organizers 15 minutes before the event. The competition will be played on knock-out basis. The machine would be checked for its safety during registrations. In case of unsafe robots, the teams will be allowed to modify the robot before the registrations close. Only one person can control the robot and one person can stay near the arena for monitoring the robot. In case of a tie, the robots will have to battle for a time duration of 2 minutes. Each team will have a maximum time period of 20 minutes to repair their robot after each battle round. The teams should make sure their wires are slack and all the wires coming out of bot need to be tangled together. The wires coming out of the bot should be placed in such a way that it should be safe from any attacks on the bot. The organizers reserve the right to change any or all of the above rules or add any rules as they deem fit. Violation of any the above rules will lead to disqualification. Judges' decision shall be treated as final and binding on all.

EVENT RULES
The voltage rating of each robot will be tested before the event for a load of 20 kg. Load points and loading methods (push, pull etc) will vary for different mechanisms and will be decided by the organizers. The voltage between any 2 terminals on the bot shouldnt exceed 25 V. The robots which fail to obey this condition will be disqualified. The maximum duration of each battle would be 5 minutes except for the finals which is going to be a 10 minute battle. Any team that is not ready at the time specified will be disqualified from the competition and the opponent robot will be declared the winner. A robot that is deemed unsafe by the judges after the match has begun will be disqualified. The match will be immediately halted and the opponent will be awarded a win. A robot is declared victorious if the opponent robot is immobilized. A robot will be declared immobile if it is unable to show a minimum linear displacement of 10cm for 30 seconds. If both the robots fail to show any kind of motion during the battle, both the robots will be eliminated. If the robots fail to contact each other for 60 seconds, both the robots will be eliminated. The arena will have opening in one of the corners through which bots can be pushed off the arena. In case a robot falls off the arena, it can be restored back to the start point by a team member, within 30 seconds, during which the opponent can move in the arena but not make contact with the other robot. Only 1 restore will be allowed per team. The robot has to maintain a minimum distance of 60 cm from the opponent during its restore.

If the robot falls off the arena for the second time, the opponent will be declared the winner. The robots are not allowed to cut the opponents control wires. Violation of this rule will lead to disqualification. However if the robot gets immobilized or toppled over by opponents bot, teams cannot ask for restore.

JUDGING CRITERIA & SCORING


Points will be awarded by the judges to a robot only if it has a considerable impact/damage on the opponents robot. (Definition of damage will be decided by the judge and will be binding to all. NO discussion will be entertained) In case none of the robots are immobilized, the robot with maximum number of points will be declared the winner. Points will be awarded to the team that topples the opponents robot using the lifter. Points will be awarded to the team that pushes the opponents robot and makes it hit the arena boundary or pushes the robot using the offensive mechanism. Points will be awarded if the teams can make use of arena weapons in damaging the opposite bot.

ARENA SPECIFICATIONS
The arena will be a wooden board of area 10 ft x 10 ft The arena will be symmetric about one of the diagonals. The arena will have 2-3 ft high mesh all around it except at one corner which has an elevated area (around 5 - 15) followed by an opening through which the robots can be pushed out of the arena (ref fig for exact detail). The arena will comprise of two pushers (75cm X 75cm) which are at two opposite corners each with two controls, one each for each team. The arena may have one or more of the following traps: o Reciprocating Platform with about 1 20 reciprocations per minute. o Rotating Platform of about 30 300 rpm. o Lifting Mechanisms. o Vibrating Platform with maximum amplitude of 5cm. o Sand/Gravel Pits of dimensions 70 cm x 70 cm. Depth of the pits from the arena surface are at an average of 3cm. o Corrugations with a maximum radius of 10cm and pitch 20 cm. o Rollers with a maximum diameter of 6 cm. o Hitting Mechanisms.

Figure 1

Figure 2

MOBILITY
All robots must have easily visible and controlled mobility in order to compete. Any machine component should not be detached (intentionally) during any point of the war. Methods of Mobility include: o Rolling (wheels, tracks or the whole robot) o Walking (linear actuated legs with no rolling or cam operated motion). o Shuffling(rotational cam operated legs) o Jumping and hopping is not allowed

Flying (airfoil using, helium balloons, ornithopters, hovercrafts etc.) is not allowed.

BOT SPECIFICATIONS
Initial dimension of the robot should not exceed 50cm x 50cm x 50cm (l x b x h).The external device used to control the machine or any external tank is not included in the size constraint. Weight of the robot should not exceed 20kg (Excluding remote control and control wires). If the robot uses external pneumatic / hydraulic source tank, its weight would not be considered. If the robot is solely powered by onboard batteries (wireless robots), its weight would be considered 0.8 times its actual weight.

PNEUMATIC /HYDRAULIC SYSTEMS


Participants can use pneumatic and hydraulic weapon systems. The outlet pressure of the source/tank should not exceed 8 bars. The used pressure should be indicated by means of temporarily fitted pressure gauge or there should be a provision to measure the cylinder pressure on the bot. Robots can use pressurized, non-inflammable gases/liquid to initialize their pneumatic mechanisms. Teams have to bring their own cylinders. Organizers will not provide any kind of refilling. Weight of the external cylinders are not taken into account.

BATTERY AND POWER SUPPLY


Both on and off board power supplies are allowed. Batteries must be sealed, immobilizedelectrolyte types (such as gel cells, lithium, NiCad, NiMH, or dry cells). The voltage between any two terminals in the robot should not exceed 25V. There is no restriction on the power consumption of the bot. 230V AC power will be provided. Participants can make use of one or more DC/Stepper motors. Use of an IC engine in any form is not allowed. If the robot is wired then the wire should remain slack under all circumstances during the competition. The length of the wire between controlling device & the power supply and between machine & controlling device should be at least 5 meters.

WEAPON SYSTEMS

Robots can have any kind of magnetic weapons, cutters, flippers, saws, lifting devices, spinning hammers etc. as weapons with following exceptions and limitations: o Liquid projectiles. o Any kind of inflammable liquid. o Flame-based weapons. o Electro-Magnetic Pulse. o Any kind of explosive or intentionally ignited solid or potentially ignitable solid.

Nets, tape, glue, or any other entanglement device or adhesives. High power magnets or electromagnets. Radio jamming, tazers, tesla coils, or any other high-voltage device. Un-tethered projectiles. Tethered projectiles in any direction with each having a maximum tether length of 1m are allowed. Spinning weapons which come in contact with the arena at any point of time are not allowed. In no case should the arena be damaged by any bot. Violation of this rule will lead to immediate disqualification.
o o o o

SAFETY RULES

Compliance with all event rules is mandatory. It is expected that competitors stay within the rules and procedures of their own accord and do not require constant policing. If you have a robot or weapon design that does not fit within the categories set forth in the above said rules or is in some way ambiguous or borderline, please contact the event organizers. Safe innovation is always encouraged, but surprising the event staff with your brilliant exploitation of a loophole may cause your robot to be disqualified before it even competes. Each event has safety inspections. It is at the judges sole discretion that your robot is allowed to compete. As a builder you are obligated to disclose all operating principles and potential dangers to the inspection staff. Proper activation and deactivation of robots is critical. Robots must only be activated in the arena, testing areas, or with express consent of the event coordinators. All weapons must have a safety cover on any sharp edges. All participants build and operate robots at their own risk. Combat robotics is inherently dangerous. There is no amount of regulation that can encompass all the dangers involved. Please take care to not hurt yourself or others when building, testing and competing.

CONTACT DETAILS

Ramsharan TK - (+91) 8105945067 Sudhir Krishna G - (+91) 9686125938

LAST UPDATED ON: 10th October 2012 Mail your queries / submission to skg.09M258@nitk.edu.in

For continuous updates like: https://www.facebook.com/MechEvents

Velocity
INTRODUCTION
Men are stranded across the bay. The battalions have completely run out of supplies. A weapon and energy drained squadron remains on the battle front. An expectant forefront waits for the reinforcements. An eminent danger looms large overhead. Time is of the essence. You are on a race against time to take the men and machine to them.

Ready for a race off? Velocity will provide you the jumpstart you need to get the fuel pumping through your cars veins. Being the flagship event of Engineer, Velocity provides you an opportunity to showcase your racing talents amongst dedicated peers who have put in the elbow grease required in building these racing machines.

GENERAL RULES
The students must carry valid student ID cards of their college which they should produce at the time of registration. A team may comprise a maximum of FIVE participants. The team is not permitted to compete with more than one car. Teams will not be allowed to modify their car during their trial.

EVENT FORMAT
The event will have 7 rounds: On-spot Abstract Report submission: The teams must submit an abstract report which includes specifications, features of the car along with pic that include the stages of development of the car by the team. The report is to be submitted on the race day. Car Judging: The car will be scrutinized by the organizers to make sure it conforms to the specified rules. There will be no points for this round. However, if the vehicle doesnt conform to all the rules, it will be immediately disqualified. Maneuverability Test: Each car will have to maneuver a set of obstacles and points will be awarded based on time taken to complete the course. Acceleration Test: Each car will have to accelerate a certain distance and points will be awarded based on the time taken to complete the stretch. Quarter-Finals: 12 quarter-Finalists will be decided based on their aggregate points obtained in the abstract submission, acceleration test and maneuverability test. 3 groups of 4 cars each will race and the top 2 proceed to the finals. The cars coming 3rd in each group will race off for the remaining 2 spots in the semi-finals. Semi-Finals: 8 semi-finalists will be divided into 2 groups and race-off for the 4 spots in the finals. Final: This round requires the final 4 cars to race through a track with acute curves and obstructions with the cars able pit stops for refueling and repairs. The endurance of the car will be tested.

EVENT RULES
The final 3 rounds will have races with multiple cars racing at a time. So the participants must use remote with frequency of band spectrum 2.4GHz. From quarter-finals onwards the participants should use the fuel supplied by the organisers, each car will be given enough amount of fuel in advance to tune their engines. The remote controllers of all the teams should be deposited at the registration desk once the manoeuvrability test starts. The track will have check points at regular intervals. If a machine tumbles, or halts, or goes off the arena at any point on the track, one of the team members is allowed to lift it up and place it at the nearest checkpoint behind that point. The clock will keep running during this time Only ONE member of the team will be allowed to run along with the car throughout each race. Team members are not permitted to touch either their machines or those of their opponents once the race begins (unless there is a need to lift the machine as stated in second point). The penalty for doing so is disqualification. The person controlling the car will be positioned on a 7ft. High podium positioned besides the track. If any of the machines starts off before the flag is waved, the counter would be restarted and the machines will get a second chance. However, if any machine starts off before the waving of flag (or countdown) for a second time, it will be disqualified. No re-match will be offered for the second time. The machines are not allowed to leave any loose parts on any part of the arena. Any machine disintegrating during the race will be disqualified. Teams are not allowed to purposefully damage the machine of the opponent's team. If found doing so on track (while racing), the concerned team will be disqualified. Execution of last three rules will be subjective and relies completely on judges' discretion.

If the machine runs out of fuel they can fill fuel only at the check points.

ARENA SPECIFICATIONS

Figure 1: Isometric view of the track.

Figure 2: Top view of the track.

The design of the track will be updated periodically. ( Make a note to check out the website periodically) There will total 4 laps per race in which the cars needs to go on the ramp 2 times compulsorily. The actual track during the time of race might not strictly follow the design shown above. The width of the track varies from 0.5 m to a maximum of 2mts.

CAR SPECIFICATIONS
Machine should fit in a box of dimensions 500 mm x 500 mm x 400 mm (L X B X H) at any moment of time during the race. The height will be measured excluding the antenna. The external device which is used to control the machine is not included in the size constraint. The machine should be controlled by a wireless remote control mechanism throughout the race. The machine must not be made from Lego parts, or any ready-made assembly kits other than the parts mentioned below. Readily available chassis layouts are not allowed. Any machine found having a readymade chassis will be immediately disqualified. The machine may be roughly classified into structural and functional parts: Structural parts Chassis and shock mounting members have to be built by the participants themselves.

Functional Parts - Steering mechanism and suspension (lower excluding suspension spring and shock absorbers) have to be built by the participants themselves. Judging for the same will be strict and the participant will be immediately disqualified if any of the above structural components are found to be ready made. The tires used must have a minimum diameter of 3 inches. You are advised to use tyres of good width for better performance on dirt tracks.

Please note: It is not compulsory to fabricate the brake mechanism. Wheel Hub: Any part rigidly attached to the wheel hub will be considered as a part of it and hence can be ready-made. An example here is that of the ball stud.

However, teams will have to manufacture the socket which fits on to the ball stud themselves. Steering Mechanism: Any part which is connected to steering rod rigidly i.e. has no degrees of freedom with respect to steering rod (example: heim joint http://en.wikipedia.org/wiki/Heim_joint) will be considered as part of steering rod and thus has to be fabricated by participants.

Suspension mechanism: Any part rigidly connected to suspension arms or one with no degrees of freedom with respect to suspension arm will be considered as its part and has to be fabricated by the participants, except the upper suspension arm. For example both the heim joint (http://en.wikipedia.org/wiki/Rod_end_bearing -see this for more information) for the upper suspension arm and the stud rigidly connected to the wheel hub can be bought from the market.

If there are parts used in the concerned joint which are neither rigidly connected with suspension or the hub, steering system or hub; they can be used readymade from the market. If teams get any part specifically manufactured for them, they are required to present the CAD Drawings given to the manufacturer and the manufacturers bill for the same.

The above pictures are just sample pictures for you to understand the rules easily.

PROPULSION AND STEERING


The machine must use only mechanical power generated by an internal combustion (IC) engine for propulsion. Only one IC engine should be used in the machine. Use of any other sources such as chemicals, compressed gas, rockets etc. is not allowed.The maximum allowed capacity of IC engine to be used is 4 cc.

Any machine which uses DC Motors for propulsion will be disqualified. However DC motors and servos can be used for steering mechanisms or any other control mechanisms apart from propulsion. The machine must have an on-board power supply to run any mechanism requiring electric power. The electric voltage anywhere in the machine should not exceed 15V at any point of time. There shall be a countdown preceding the start of the race. No participant is allowed to touch the machine during the countdown period. Providing a clutch mechanism between the engine and the wheel would prove useful, as it would prevent the engine from dying out at any stage of the race. Participants are advised to use a proper cooling mechanism to prevent overheating of the engine. Participants are advised to use sway bars for better control and stability. The participants are advised to use proper air filters as dirt might cause serious problems to the engine. Readymade wheels are allowed. The machine will be inspected and if found to be dangerous, the team will be disqualified. This decision rests solely with the judges and the organizers.

CONTACT DETAILS
Sachin S Borkar - (+91) 9035611417 Sudhir Krishna G - (+91) 9686125938

LAST UPDATED ON: 10th October 2012 Mail your queries / submission to skg.09M258@nitk.edu.in For continuous updates like: https://www.facebook.com/MechEvents

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