Nerf Gun Targeting Project - Section 11 Group 5 Izzati Ismail Spencer King Matt Matasci Tom Paulius Hunter Smith
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Nerf Gun Targeting Project Section 11 Group 5 Izzati Ismail Spencer King Matt Matasci Tom Paulius Hunter Smith
Abstract The objective of this project is to create a GUI that enables user to aim NERF projectiles accurately. The goal is to strike a target approximately 15 meters away as precise as possible. The user inputs the target position and gun position in the x-y plane, and the GUI calculates the best firing angle. The main physical concept that is used in this project is projectile motion. Kinematic equations along with Verlet method are used in predicting the flight path, instantaneous velocity of the projectile and the firing angle. It is assumed that there is energy loss in the system due to air drag, internal friction in spring and pressure leakage in gun. The GUI also calculates the probability of hitting the target and the probability of hitting in plane of the target. From the physical testing, it is concluded that the accuracy of the GUI predicted distance and angle decreases with increasing distance. Overall Concept The project was a NERF Gun launcher with a GUI that enables the user to aim a projectile. The project used projectile motion to model the path of the NERF bullet projectile. The goal was to be able to accurately strike a target approximately 15 meters away. The target that was used was a whiteboard. The purpose of the GUI was to determine the angle at which the gun should be fired in order to reach a specified distance. The predicted accuracy for the system was dependent on the distance of the shot attempted. As the distance increased, the accuracy of the launcher decreased. For distances of ten meters or less, it was predicted that the targeting system would hit the target approximately 50% of the time. At distances of more than ten meters, the targeting system was predicted to hit the target approximately 30% of the time.
The physical build of the launcher, as seen in Figure 1, consists of several physical components. A camera tripod was used to provide a steady base from which to launch the projectile. Additionally, the tripod allows the user to easily adjust the firing angle to the necessary angle calculated by the GUI. The projectile launcher, a NERF N-Strike Elite Retaliator Blaster gun, was mounted on top of the tripod. The gun was mounted on top of the tripod using an 80/20 frame. The Figure 1. Final Physical Build Schematic gun was attached to this frame in a secure fashion so as to hold the gun steady while firing. The frame was also attached securely to the tripod. The initial height of the projectile was measured from the floor to the center of the gun. This height was used because this was where the projectile motion curve began, as the initial force was applied at this point in the gun. To set the launcher to the appropriate firing angle, a protractor was attached to the 80/20 frame. Because the 80/20 frame moves with the gun, the protractor accurately represents the angle at which the gun was aimed. On the next page, Table 1 displays the items used for the physical portion of the project, and the prices associated with their purchase or rental. The NERF gun was the largest cost associated with the project. Many components of the project were rented, and costs were kept very low as a result.
Table 1. Parts and Costs Table Item Quantity Dimensions Cost NERF Gun (N-Strike 1 0.86m x 0.24m x 0.12m $24.99 Elite Retaliator) NERF Projectiles 12 0.07m x 0.01m x 0.01m Come with Nerf Gun Tripod Stand 1 0.77m x 1.59m x .91m $2.00 rental Whiteboard 1 1.07 m x .81m $1.00 rental 80/20 2 7.69 ft total (7.69*.125) $0.96 rental Protractor 1 .15m x .08m $1.57 Total 24 $30.52 The only major physical design change that was made involved how the 80/20 frame was attached to the NERF gun. As seen in Figure 2, the original concept design called for several vertical pieces of 80/20 to support the gun. These were to be attached to the gun in two locations. One set of vertical pieces was to be attached towards the front of the gun, and another set was to be attached towards the back end of the gun. It was decided that these vertical pieces were unnecessary because they did not add any stability or support. Additionally, it became Figure 2. Original Concept Design clear that the connectors needed to attach these were unavailable.
Underlying concept The flight of the NERF dart followed a projectile motion; hence, its path was predicted using kinematic equations. Equation 1 and 2 were used to approximate the position of the dart in the x and y axes during its flight: (1) (2) where is the initial x position of the gun, is the initial y position of the gun, is the initial velocity of the dart and is the acceleration of the dart. The initial velocity was 14 m/s as measured using a Photogate sensor. In graphing the velocity of the projectile throughout its flight, Verlet method was used in calculating Equation 3: (3) where is the drag constant and is the initial velocity of the dart. Drag constant b is described in Equation 4: (4) where is the density of air, is the speed of the dart relative to the fluid, is the drag coefficient of the dart and is the cross-sectional area of the dart. It was assumed that was 1.2 kg/m3 and the drag coefficient was 0.82. This project also assumed that energy was not conserved in the system. About 90% of the potential energy of the spring that should be converted into the kinetic energy of the projectile was lost due to air drag, pressure leakage in the gun barrel and internal friction of the spring. The amount of potential energy of the spring was measured using Equation 4:
(4) where is energy loss constant, is the spring constant and is the compression of the spring. The spring constant is assumed to be approximately 380 N/m and is about 0.9. Meanwhile, Equation 5 is used to calculate the best firing angle to strike desired target: (5) where is the initial position of the gun, is the initial height of the gun, is the position of the target, and is the height of the target. Below, Table 2 contains the data from physical testing, which showed that the accuracy of the GUI prediction decreased with increasing distance from the target. Table 2. Probability of hitting the target and in plane of the target Number of Hits Probability Position of the Total gun in x-y plane In Plane of Shots In plane of (m) Target Target Target Target (6,1.05) 5 4 5 100 80 (8,1.05) 3 2 5 60 40 (10,1.05) 3 2 5 60 40 (12,1.05) 3 1 5 60 20 (14,1.05) 3 2 6 50 33 (15.75,6.05) 4 3 10 40 30
One of the limitations of the project is the imperfection of the dart itself, which caused the dart to veer to the sides instead of traveling in a straight line. Consequently, the projectile traveled at a distance lesser than the GUI prediction. Another limitation of this project is that only motion in two dimensions was considered in the GUI prediction. Graphical User Interface The group utilized a Graphical User Interface, GUI, with several features to enhance the abilities of the program. The Nerf Targeting GUI allowed for several inputs to allow the user complete control of the variables. As seen in Figure 3 below, the screenshot of the GUI is shown. Figure 3. GUI Screenshot
Primarily, the user can input the initial x and y positions, with tags xshootText and yshootText respectively, and the final x and y positions, with xtargetText and ytargetText respectively, of the dart to decide where exactly the dart will travel. For the purpose of testing the GUI, the group kept the initial x position set at 0.0 m. On the other hand, the group varied the initial y position because the Nerf Gun was mounted on a tripod either 1.05 m or 6.05 m off the ground, depending on the shot. Furthermore, the group also altered the initial y position by placing the Nerf Gun and Tripod on the second level of Stinson Remick and fired the gun onto the floor of the first level atrium. Lastly, the final x and y positions for the GUI factored in exactly how far the group wanted the target to be from the initial position. The initial and final x and y positions are two of the major inputs for the GUI. While the inputs included the initial and final x and y positions, there were two other very important inputs for the GUI. The last two inputs the user could use was the input of the spring constant, in springText, and the type of dart being fired, in dartPopup. For the spring constant, the group experimentally measured the spring of the Nerf Gun to be 380 N/m. Additionally, the type of dart being fired affected the coefficient of drag, which the program factored into the equations. For other shapes, the user could utilize darts that were cone shaped or short cylinders, choice of Dart 2 and Dart 3 in the drop down menu of the GUI. Lastly, another feature of the GUI was a Reset button, which resets the position inputs, graphs and the angle of launch. The inputs of the GUI allowed for several outputs to completely display the performance of the dart. The outputs of the GUI included the launch angle (angleText), a graph of the path of the projectile with respect to x and y position (pathPlot), a graph of the velocity of the
projectile throughout the travel with respect to velocity and time (velocityPlot), and a graph of the probability of success for the dart to hit the target (succeessPlot). The angle of launch output gave the needed launch angle to hit the target. Also, the path of projectile and velocity of projectile graphs gave clear parabolas of the path and velocity during flight. Lastly, the probability of success graph gave two editable text boxes. The first box displayed the chance of the dart hitting within the line of the target while the second box displayed the chance of the dart hitting the target. In conclusion, the outputs gave a variety of displays to aid the user in understanding the flight of the dart. The specific set up of the GUI had several choices made to allow the GUI to be more graphically appealing to the user and easily functional. In order to make the GUI more appealing, the group added a welcome screen to the GUI, a waitbar, and made the GUI neat and organized. Furthermore, the majority of the inputs were editable text boxes to allow the user an infinite variety of inputs, as long as they fall within the parameters of the equations. The choice of the Pop-up menu was to make the user choose between specific shapes of darts. Also, the program could also perform with more inputs of drag coefficients, and the group chose a reset button to give the user a simple way to reset all the variables. Therefore, the overall GUI had a graphically appealing design with a user- friendly structure. Discussion of Performance Based on our GUI we predicted that from any distance less than roughly 6 meters away we would hit the target nearly 100% of the time. Naturally, as we moved farther away our chance of successfully striking the target decreased exponentially. Other than a minor hiccup due to our gun getting jammed, our demonstration went as predicted by our
GUI. We were able to successfully strike the target from 9 meters away 2 out of 3 times. The predicted chance of striking the target for each of those shots was 50%. Our balcony attempt was significantly less accurate as expected but still managed to strike the target 1 out of 4 times, which was exactly what we had predicted. Under ideal conditions we would be able to strike the target 100% of the time regardless of distance. Unfortunately, we cannot have ideal conditions. We had to approximate and verify experimentally the energy loss due to friction in the barrel, the spring constant, and the drag coefficient of our projectile. This, coupled with the fact that our projectiles were foam darts, lead to a certain level of inaccuracy. Overall, we determined that our approximations were close enough to the true values for the purpose of our project. In our GUI we allowed the user to change the drag coefficient of the projectile. We had originally planned on using multiple different shapes for our projectiles but due to unforeseen difficulties we were unable to modify the darts. Should the user have different shaped darts we wanted our GUI to still be compatible so we left this functionality active even though it did not affect our own demonstration. We could have improved our project through various modifications to the gun. Since NERF guns are designed for children there are safety mechanisms to prevent them from firing above a certain speed. By removing these we could have been able to fire with a higher velocity, which could have been more accurate. We also may have been able to more accurately test for our spring constant had we had the opportunity to disassemble our gun.
References "Drag Coefficient." Wikipedia. Wikimedia Foundation, 7 Apr. 2013. Web. 15 Feb. 2013. . "Linear Characteristic Graphical Models Resources." Linear Characteristic Graphical Models Resources. N.p., n.d. Web. 22 Feb. 2013. . "NERF: The Spring Constant." YouTube. YouTube, 09 Dec. 2008. Web. 15 Feb. 2013. .
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