Bottle Rockets Exploration
Bottle rockets are fairly simple. They operate according to Newton's Third Law of Motion:
For every action, there is an equal and opposite reaction. This means that an object is pushing or pulling one way and there is an opposite force pushing or pulling against that object with an equal amount of force. This is how the rocket propels itself into the air. The bottle rocket is filled partially with water, then with a pump or air compressor the water is pressurized. The bottle is connected to a launched so that it won't fly off. Once the bottle is pressurized, the bottle is released. This happens because the water inside is more dense than the air inside and wants to distribute the density evenly. When the rocket is released the water inside can leave and the air inside will have equal density again.
There are several key parts to a bottle rocket. The first is the body, this is where the air and water is held to become compressed. The body is simply one or two connected bottles, used for the mass or the rocket. The nozzle of the bottle must be facing "downwards" for the water to be released. The nozzle is also where the bottle is filled with water. Then the fins or wings are attached. There can be as many fins as desired, but around 3 or 4 is advised. Three fins gives the characterists of an arrow which is very areodynamtic, but 4 fins is also workalbe for areodynamtics. The best shapes for the fins are triangles. The fins need to be evenly spaced apart for the best results, this way bing more aerodynamic. The fins can be glued directly on the bottle with hot glue and duct tape or one cna create a fin ring. A fin ring is simply a pastic tube cut from the middle of a bottle. The fins are then attached to the fin ring, then the fin ring can be slid onto the bottle. This way the fin ring is reusable. It is best to create the fins to be between 1/2 and 1/3 the size of the bottle, a failry large size. The larger the fins are the more stable the rocket is. The best place to locate the fins is farthest back, which stabilizes the rocket. There is also the very important component of a nose cone. The nose is attached on top of the bottle and is preferably a parabola shape with smooth surfaces, for more aerodynamics and less drag. This as mentioned reduces air drag, improves aerodynamics, adds wieght and increases stability. The bottle should be filled with water about 1/3 the amount of the bottle.
There are other also important parts to the bottle rocket experience. It's important to know and have a specific angle to use when launching the rocket. When we experimented with the rocket we found that a 45 degree angle was best and launched the bottle the furtherest. Another important part is the amount of PSI (pounds per square inch). The PSI is the amount of air compressed into the bottle. The more PSI you have the more thrust the bottle has, and it will go farther. Our teacher wouldn't let us go past 30 PSI which launched the rocket about 70 feet.
As I researched bottel rocket I created a design for the bottle rockets we would create. We would use a 2 liter bottle, filling the bottle either 1/2, 1/3 or 1/5 of the bottle. I got varying answers form different sources. I told myself that we'd just have to experiment with the amount of water needed. The rocket would have a parabola shaped cone, with smooth curves, which is best for it to be more aerodynamic. The fins I decided would be a simple triangle shape and would be fairly large for stability.
Here is the link to my designs for the bottle rockets.
We were in groups of 4 for the game we'd be later playing. I checked in with my group about the design and we then went forward with our idea with was virtually the same as mine. Because we were still unsure of the size of the bottle rockets, we decided to experiment with it. We would try smaller and larger fin sizes. The smaller fin size would be 2 in wide by 5 in tall. The larger fins would be 3.5 in wide and 7 in tall in a triangle shape. Our fin size was changed by a group member to more like the blue fin in the picture above. This design, when we tested it would very well. We also thought that if the bottle was longer that that might help it go farther, which we wanted it to. We then started designing and creating rockets that had two 2 liter bottles attached. We used a a type of plastic cardboard for the fins and connected it to the fins ring with hot glue and duct tape. It was important to tape the sid
e of the fins and fin rings we we'd glue because the plastic would melt and be unuseable. We also attached the bottles and nose cones with hot glue and duct tape, very securely.
We had our initially design, as mentioned above, but we would alter according to the test fights we launch with the bottle rockets. We realized that we needed to add a weight in the nose to guide it better, and for better aerodynamics, so we added a drill bit inside the nose. Sometimes we would change the amount of water in the bottles. One time we put the fin ring upside to see how it would work and it worked well. The ones that worked the best were the double bottle rockets, like the one in the second ro
w, 3 to the right. These bottle
would go the farthest.
Here are some picture of our bottle rockets.
Reflection:
My role was to help design, build and strategize for the game. I did enjoy designing and building the rockets, and trying news things. It was good and hard to work with my good friends, but we could play according to each others strengths. One of my friends was very good at designing and building, and my two other friends were more of the brains of the oporation. They really understood what was going on and what needed to be done. THis isn't o say that I didn't understand, but I just didn't understand as well. THey really knew what they were doing and if there was a problem they knew how to fix it. We did have some bumps along the way, which I was explain, but I think we did well as a group and had very good rockets in the game.
As a group I think we had more mentally and relational challenges than rocket difficulties. Two of our group members hard a very hard time getting along and that impacted how they and the other two members worked. It was a struggle to work in an environment where they would often fight. I would have some mental trouble myself. I am definitely a right brain person, all of my group members were more left brain people. For me science, specifically physics can be hard, through I may do very well, but it just doesn't "click" in my head as well as it does in my friends' heads. That was a struggle for me. When there was a problem with our bottle rockets, say it was going in the wrong direction that we wanted, I would't always know how to solve it. I feel as though I am less knowledgable in this subject, which doesn't make me stupid, I just have other strengths and smarts. That is something my group has struggled with, especially in this project. Many times one group member will put another down if that member doesn't get or understand soemthing. In the end I think we did well,form the perspective that we created and launched successful rockets. It was a learning experience for us all, in different areas, which I'm grateful for.
With creating these bottle rocket we devised a game in which we could use our rockets to attach other tams. The game was set up to where there would be 4 teams playing at one time, each team had one corner for their base. There base consisted of a trash can with the launcher next to it. We had a table next to our base with all our supplies and rockets, long with our bucket of water to fill the rockets with. THe object of the game was to target other team's bases and to knock them out by hitting their bases. Everyone started out with 10 health points and each round the other teams would try and hit your base which would decrease your health points. IF your rocket got with in 15 feet of the base they would get 1 point off. If you got within 10 feet they would get 3 points off, if it was within 5 feet than 5 points would be taken away. If you hit the trash can or got inside then that team would be eliinated. Each round every team was given 3 hit points to use to launch rockets, negotiate with other teams or you could bank your points. Our strategy was to make an alliance before the game with our friend's group who was very good. Then we'd both target one team and try to take them out. We did pretty well with the first time we played. We had a strategy, and very good rockets to use. Each time we'd shoot two rockets and bank the rest. We made good progress this way. It was fun to learn this way, in a competitive and team working game. The next time we played people knew that we were good and immediately tried to take us out. We ere the first ones to "die". We still had fun with it and it was a good, yet sometimes hard learning experience. I think we could have worked on group work and communication better. Overall, I enjoyed the experienced and think it was a good way to learn about Newton's Third law. In these types o project I really like that you can really take away or learn what you'd like. Just because we weren't taught everything didnt' mean that we didn't learn. I liked that we did our own research and I feel as though I really understood what I learned.
Here is the list of our bottle rockets, if they have been tested and their unique design:
Off Planet Mining and Research Bottle Rocket Status Report
(in cooperation with Capitalist Individuals)
Summarized Status Report (SSR):
Pinpoint 1: Tested, Ready for use
Pangea 1: Destroyed
Pangea 2: Tested, Ready for use
Pangea 3: Tested, Ready for use
Pangea 4: Tested, Ready for use
Frontier 1: Tested, Ready for use
Frontier 2: Tested, Ready for use
Frogster 1: Tested, Ready for use
Explorer 1: Tested, Ready for use
Hhelibebcnofnenahd85512b31459265floccinaucinihilipilification: Tested, Ready for launch
All rockets use the fin ring design for their fins unless otherwise stated.
Pinpoint 1
Status: Tested, Ready for use
Description:
Dual bottle design, cut off nose cone from a third bottle. Experimental fin, vertically flipped.
Pangea 1, 2, 3, & 4
Pangea 1 Status: Tested, Destroyed on launch pad
Pangea 2 Status: Tested, Ready for use
Pangea 3 Status: Tested, Ready for use
Pangea 4 Status: Tested, Ready for use
Description:
Pangea 1: Destroyed on launch pad, glue did not hold at equator between 2 converged bottles when pressurized. Bottle reused for Pangea 2.
Pangea 2: Tested, very accurate and long range at 30 PSi. 2 Bottles put together, with the top of a bottle as a nose cone. Bottom bottle sealed, as to be able to be pressurized for launch.
Pangea 3: same design as Pangea 2.
Pangea 4: same design as Pangea 2 except nose cone is longer, and has a normal indentation on the top, creating a mushroom like shape.
Frontier 1 & 2:
Frontier 1 Status: Tested, ready for use.
Frontier 2 Status: Tested, ready for use.
Description:
Frontier 1: Moderately accurate. Single bottle design with fins and fin rings, nose cone was cut off from a 2nd bottle and attached at the top. Nose cone has a 50% chance of detatching upon landing, but can easily be reapplied.
Frontier 2: Same design and specifications as Frontier 1.
Frogster 1:
Status: Tested, ready for use.
Description:
Has a different nose cone design than others, has a blunt head instead of an aerodynamic design. Can easily be modified with a drill bit on top to force rocket downard on launch. Single bottle and same fin design as others.
Explorer 1:
Status: Tested, ready for use.
Description:
A modified Frontier model design, basically all the same except the nose cone has the bottle neck cut off and has plastic covering the whole from the previously mentioned feature, giving it a blunt head feature while retaining some aerodynamics.
Hhelibebcnofnenahd85512b31459265floccinaucinihilipilification:
Status: Tested, Ready for use.
Description:
A completely new design made by one of our group members that is more made to glide rather than achieve height and then fall back down. It has more than one fin ring, one attached at the bottom and one near the top, however the top fin ring only has 2, rather than 3. The design is sturdy but is prone to bend damage, so we added string that is tied to each of the fins and pulls them toward the center for structural support.
Here is the list of rules and guidelines for the game:
Battle Rocket War
Gamemakers: Mr. Acker, Cullen Paradis, Dylan Lucia
Rules and Regulations
1. You must have a minimum of 5 rockets
2. You must be able to describe the mechanics and physics of your rocket before launch
3. The maximum dry weight of each rocket is 24 ounces
4. You must have a minimum of 3 main fins on your rocket
a. There is a maximum of 5 main fins on your rocket
5. You may have a maximum of 3 guiding fins near the top of the bottle
6. Rockets must be propelled via pressure and water (only room-temperature water), not something such as a hobby rocket engine
7. Your bottle must be swing-tested and approved prior to launch
8. EVERY rocket must be approved by a gamemaker prior to launch
9. Fins cannot go below the neck/nozzle of the bottle (unless approved by a gamemaker)
10. You may not fill the bottle more than halfway
11. You MUST use the launcher and launch pad provided by the gamemakers
12. You will not be allowed to use a wind block except for your base
13. If a piece of your rocket falls or moves during pressurizing, then the rocket will be disregarded and won’t cause damage
14. You may not modify your rocket during the game (other than repairs)
15. You MUST use the nozzle that the bottle came with to pressurize from. Any modified or replaced nozzles will not be allowed
16. A cone is required
17. You may only use parabolic and pointed cone shapes
18. You may not touch the rocket or adjust the launcher once pumping has begun
19. Everyone except the pumper has to be 15 feet away or more from the launcher
20. Safety glasses are required for everyone on the team
.
Battle Rocket War
Game Rules/Rules of Play
1. There will be 4 teams competing at one time on the playing field in a turn-based protocol using dice.
2. Each team will roll two dice in order to determine a base. A base is a trash can assigned to each team. The goal is to hit or come close to the bases of the other teams. (in case of a tie, then the teams with a tie will re-roll)
a. The team with the lowest combined roll gets to choose their base first.
b. The team with the highest combined roll will go first during the rounds, then the next highest, etc.
3. On each turn, you will be awarded 3 Action Points (AP) that you can use to play.
4. On each turn, you may “bank” or spend AP to initiate an action. Each action has a different AP value:
5. When you are done launching all of your rockets in one turn, you may send a team member to retrieve them if the gamemaker indicates it is safe (this does not require a turn or AP)
6. Bases start with 10 health. If a rocket lands within:
15ft radius = loses 1 health
10ft radius = loses 3 health
5ft radius = loses 5 health,
Direct hit = loses 8 health
Inside = Instant elimination
7. There will be a unique base (trash can) in the middle of the playing field. This base does not belong to any team. Rockets that land in this base can score an insta-kill wiping out all opponents. If a rocket hits the base, but does not land in it, all opponents lose 50% off their health.
8. If a base loses all its health, then they have lost
9. Last base with health will be crowned the winner of that round
10. The winner and will move up in a bracket system
11. Best looking rocket and farthest launch awards will be given awards.
*If you are not ready when your turn comes, then you will be skipped.
List of resources:
For every action, there is an equal and opposite reaction. This means that an object is pushing or pulling one way and there is an opposite force pushing or pulling against that object with an equal amount of force. This is how the rocket propels itself into the air. The bottle rocket is filled partially with water, then with a pump or air compressor the water is pressurized. The bottle is connected to a launched so that it won't fly off. Once the bottle is pressurized, the bottle is released. This happens because the water inside is more dense than the air inside and wants to distribute the density evenly. When the rocket is released the water inside can leave and the air inside will have equal density again.
There are several key parts to a bottle rocket. The first is the body, this is where the air and water is held to become compressed. The body is simply one or two connected bottles, used for the mass or the rocket. The nozzle of the bottle must be facing "downwards" for the water to be released. The nozzle is also where the bottle is filled with water. Then the fins or wings are attached. There can be as many fins as desired, but around 3 or 4 is advised. Three fins gives the characterists of an arrow which is very areodynamtic, but 4 fins is also workalbe for areodynamtics. The best shapes for the fins are triangles. The fins need to be evenly spaced apart for the best results, this way bing more aerodynamic. The fins can be glued directly on the bottle with hot glue and duct tape or one cna create a fin ring. A fin ring is simply a pastic tube cut from the middle of a bottle. The fins are then attached to the fin ring, then the fin ring can be slid onto the bottle. This way the fin ring is reusable. It is best to create the fins to be between 1/2 and 1/3 the size of the bottle, a failry large size. The larger the fins are the more stable the rocket is. The best place to locate the fins is farthest back, which stabilizes the rocket. There is also the very important component of a nose cone. The nose is attached on top of the bottle and is preferably a parabola shape with smooth surfaces, for more aerodynamics and less drag. This as mentioned reduces air drag, improves aerodynamics, adds wieght and increases stability. The bottle should be filled with water about 1/3 the amount of the bottle.
There are other also important parts to the bottle rocket experience. It's important to know and have a specific angle to use when launching the rocket. When we experimented with the rocket we found that a 45 degree angle was best and launched the bottle the furtherest. Another important part is the amount of PSI (pounds per square inch). The PSI is the amount of air compressed into the bottle. The more PSI you have the more thrust the bottle has, and it will go farther. Our teacher wouldn't let us go past 30 PSI which launched the rocket about 70 feet.
As I researched bottel rocket I created a design for the bottle rockets we would create. We would use a 2 liter bottle, filling the bottle either 1/2, 1/3 or 1/5 of the bottle. I got varying answers form different sources. I told myself that we'd just have to experiment with the amount of water needed. The rocket would have a parabola shaped cone, with smooth curves, which is best for it to be more aerodynamic. The fins I decided would be a simple triangle shape and would be fairly large for stability.
Here is the link to my designs for the bottle rockets.
We were in groups of 4 for the game we'd be later playing. I checked in with my group about the design and we then went forward with our idea with was virtually the same as mine. Because we were still unsure of the size of the bottle rockets, we decided to experiment with it. We would try smaller and larger fin sizes. The smaller fin size would be 2 in wide by 5 in tall. The larger fins would be 3.5 in wide and 7 in tall in a triangle shape. Our fin size was changed by a group member to more like the blue fin in the picture above. This design, when we tested it would very well. We also thought that if the bottle was longer that that might help it go farther, which we wanted it to. We then started designing and creating rockets that had two 2 liter bottles attached. We used a a type of plastic cardboard for the fins and connected it to the fins ring with hot glue and duct tape. It was important to tape the sid
e of the fins and fin rings we we'd glue because the plastic would melt and be unuseable. We also attached the bottles and nose cones with hot glue and duct tape, very securely.
We had our initially design, as mentioned above, but we would alter according to the test fights we launch with the bottle rockets. We realized that we needed to add a weight in the nose to guide it better, and for better aerodynamics, so we added a drill bit inside the nose. Sometimes we would change the amount of water in the bottles. One time we put the fin ring upside to see how it would work and it worked well. The ones that worked the best were the double bottle rockets, like the one in the second ro
w, 3 to the right. These bottle
would go the farthest.
Here are some picture of our bottle rockets.
Reflection:
My role was to help design, build and strategize for the game. I did enjoy designing and building the rockets, and trying news things. It was good and hard to work with my good friends, but we could play according to each others strengths. One of my friends was very good at designing and building, and my two other friends were more of the brains of the oporation. They really understood what was going on and what needed to be done. THis isn't o say that I didn't understand, but I just didn't understand as well. THey really knew what they were doing and if there was a problem they knew how to fix it. We did have some bumps along the way, which I was explain, but I think we did well as a group and had very good rockets in the game.
As a group I think we had more mentally and relational challenges than rocket difficulties. Two of our group members hard a very hard time getting along and that impacted how they and the other two members worked. It was a struggle to work in an environment where they would often fight. I would have some mental trouble myself. I am definitely a right brain person, all of my group members were more left brain people. For me science, specifically physics can be hard, through I may do very well, but it just doesn't "click" in my head as well as it does in my friends' heads. That was a struggle for me. When there was a problem with our bottle rockets, say it was going in the wrong direction that we wanted, I would't always know how to solve it. I feel as though I am less knowledgable in this subject, which doesn't make me stupid, I just have other strengths and smarts. That is something my group has struggled with, especially in this project. Many times one group member will put another down if that member doesn't get or understand soemthing. In the end I think we did well,form the perspective that we created and launched successful rockets. It was a learning experience for us all, in different areas, which I'm grateful for.
With creating these bottle rocket we devised a game in which we could use our rockets to attach other tams. The game was set up to where there would be 4 teams playing at one time, each team had one corner for their base. There base consisted of a trash can with the launcher next to it. We had a table next to our base with all our supplies and rockets, long with our bucket of water to fill the rockets with. THe object of the game was to target other team's bases and to knock them out by hitting their bases. Everyone started out with 10 health points and each round the other teams would try and hit your base which would decrease your health points. IF your rocket got with in 15 feet of the base they would get 1 point off. If you got within 10 feet they would get 3 points off, if it was within 5 feet than 5 points would be taken away. If you hit the trash can or got inside then that team would be eliinated. Each round every team was given 3 hit points to use to launch rockets, negotiate with other teams or you could bank your points. Our strategy was to make an alliance before the game with our friend's group who was very good. Then we'd both target one team and try to take them out. We did pretty well with the first time we played. We had a strategy, and very good rockets to use. Each time we'd shoot two rockets and bank the rest. We made good progress this way. It was fun to learn this way, in a competitive and team working game. The next time we played people knew that we were good and immediately tried to take us out. We ere the first ones to "die". We still had fun with it and it was a good, yet sometimes hard learning experience. I think we could have worked on group work and communication better. Overall, I enjoyed the experienced and think it was a good way to learn about Newton's Third law. In these types o project I really like that you can really take away or learn what you'd like. Just because we weren't taught everything didnt' mean that we didn't learn. I liked that we did our own research and I feel as though I really understood what I learned.
Here is the list of our bottle rockets, if they have been tested and their unique design:
Off Planet Mining and Research Bottle Rocket Status Report
(in cooperation with Capitalist Individuals)
Summarized Status Report (SSR):
Pinpoint 1: Tested, Ready for use
Pangea 1: Destroyed
Pangea 2: Tested, Ready for use
Pangea 3: Tested, Ready for use
Pangea 4: Tested, Ready for use
Frontier 1: Tested, Ready for use
Frontier 2: Tested, Ready for use
Frogster 1: Tested, Ready for use
Explorer 1: Tested, Ready for use
Hhelibebcnofnenahd85512b31459265floccinaucinihilipilification: Tested, Ready for launch
All rockets use the fin ring design for their fins unless otherwise stated.
Pinpoint 1
Status: Tested, Ready for use
Description:
Dual bottle design, cut off nose cone from a third bottle. Experimental fin, vertically flipped.
Pangea 1, 2, 3, & 4
Pangea 1 Status: Tested, Destroyed on launch pad
Pangea 2 Status: Tested, Ready for use
Pangea 3 Status: Tested, Ready for use
Pangea 4 Status: Tested, Ready for use
Description:
Pangea 1: Destroyed on launch pad, glue did not hold at equator between 2 converged bottles when pressurized. Bottle reused for Pangea 2.
Pangea 2: Tested, very accurate and long range at 30 PSi. 2 Bottles put together, with the top of a bottle as a nose cone. Bottom bottle sealed, as to be able to be pressurized for launch.
Pangea 3: same design as Pangea 2.
Pangea 4: same design as Pangea 2 except nose cone is longer, and has a normal indentation on the top, creating a mushroom like shape.
Frontier 1 & 2:
Frontier 1 Status: Tested, ready for use.
Frontier 2 Status: Tested, ready for use.
Description:
Frontier 1: Moderately accurate. Single bottle design with fins and fin rings, nose cone was cut off from a 2nd bottle and attached at the top. Nose cone has a 50% chance of detatching upon landing, but can easily be reapplied.
Frontier 2: Same design and specifications as Frontier 1.
Frogster 1:
Status: Tested, ready for use.
Description:
Has a different nose cone design than others, has a blunt head instead of an aerodynamic design. Can easily be modified with a drill bit on top to force rocket downard on launch. Single bottle and same fin design as others.
Explorer 1:
Status: Tested, ready for use.
Description:
A modified Frontier model design, basically all the same except the nose cone has the bottle neck cut off and has plastic covering the whole from the previously mentioned feature, giving it a blunt head feature while retaining some aerodynamics.
Hhelibebcnofnenahd85512b31459265floccinaucinihilipilification:
Status: Tested, Ready for use.
Description:
A completely new design made by one of our group members that is more made to glide rather than achieve height and then fall back down. It has more than one fin ring, one attached at the bottom and one near the top, however the top fin ring only has 2, rather than 3. The design is sturdy but is prone to bend damage, so we added string that is tied to each of the fins and pulls them toward the center for structural support.
Here is the list of rules and guidelines for the game:
Battle Rocket War
Gamemakers: Mr. Acker, Cullen Paradis, Dylan Lucia
Rules and Regulations
1. You must have a minimum of 5 rockets
2. You must be able to describe the mechanics and physics of your rocket before launch
3. The maximum dry weight of each rocket is 24 ounces
4. You must have a minimum of 3 main fins on your rocket
a. There is a maximum of 5 main fins on your rocket
5. You may have a maximum of 3 guiding fins near the top of the bottle
6. Rockets must be propelled via pressure and water (only room-temperature water), not something such as a hobby rocket engine
7. Your bottle must be swing-tested and approved prior to launch
8. EVERY rocket must be approved by a gamemaker prior to launch
9. Fins cannot go below the neck/nozzle of the bottle (unless approved by a gamemaker)
10. You may not fill the bottle more than halfway
11. You MUST use the launcher and launch pad provided by the gamemakers
12. You will not be allowed to use a wind block except for your base
13. If a piece of your rocket falls or moves during pressurizing, then the rocket will be disregarded and won’t cause damage
14. You may not modify your rocket during the game (other than repairs)
15. You MUST use the nozzle that the bottle came with to pressurize from. Any modified or replaced nozzles will not be allowed
16. A cone is required
17. You may only use parabolic and pointed cone shapes
18. You may not touch the rocket or adjust the launcher once pumping has begun
19. Everyone except the pumper has to be 15 feet away or more from the launcher
20. Safety glasses are required for everyone on the team
.
Battle Rocket War
Game Rules/Rules of Play
1. There will be 4 teams competing at one time on the playing field in a turn-based protocol using dice.
2. Each team will roll two dice in order to determine a base. A base is a trash can assigned to each team. The goal is to hit or come close to the bases of the other teams. (in case of a tie, then the teams with a tie will re-roll)
a. The team with the lowest combined roll gets to choose their base first.
b. The team with the highest combined roll will go first during the rounds, then the next highest, etc.
3. On each turn, you will be awarded 3 Action Points (AP) that you can use to play.
4. On each turn, you may “bank” or spend AP to initiate an action. Each action has a different AP value:
- Move your base a maximum of ten feet inside field - 2AP
- Adjust angle and attack/fire 1 rocket - 1AP
- Defend your base from hits (you raise a flag until your next turn and while it is raised you are impervious to hits.) You get a total of 3 defends during a game - 4AP
- Regenerate half of your total health (once per game)- 6AP
- Negotiate with another team - 1AP
5. When you are done launching all of your rockets in one turn, you may send a team member to retrieve them if the gamemaker indicates it is safe (this does not require a turn or AP)
6. Bases start with 10 health. If a rocket lands within:
15ft radius = loses 1 health
10ft radius = loses 3 health
5ft radius = loses 5 health,
Direct hit = loses 8 health
Inside = Instant elimination
7. There will be a unique base (trash can) in the middle of the playing field. This base does not belong to any team. Rockets that land in this base can score an insta-kill wiping out all opponents. If a rocket hits the base, but does not land in it, all opponents lose 50% off their health.
8. If a base loses all its health, then they have lost
9. Last base with health will be crowned the winner of that round
10. The winner and will move up in a bracket system
11. Best looking rocket and farthest launch awards will be given awards.
*If you are not ready when your turn comes, then you will be skipped.
List of resources:
- http://www.physicsclassroom.com/Class/newtlaws/u2l4a.cfm
- http://van.physics.illinois.edu/qa/listing.php?id=2140
- http://van.physics.illinois.edu/qa/listing.php?id=17080
- http://www.water-rockets.com/article.pl?121,0
- http://mdavenport.net/Physical%20Science/Rockets/Rocket%20Design%20Info.pdf