How to Run the Space Derby
Program Committee
- Plan an opening ceremony, such as a ribbon-cutting.
- Handle all aspects of awards (decorated platform, signs, tables, trophies,
ribbons, medals, etc.)
- Plan for crowd control.
- String pennants for decoration.
- Secure public-address system or bull horns, if needed.
Inspection Team
- Check entries for use of official materials.
- Mark a number on each rocket.
- Act as judges for craftsmanship award and other special awards. Report
winners to program committee.
Registration Team
- Enter rocket numbers and boys' name on a preliminary heat sheet.
- List heat winners on semifinal sheets.
- Determine final standing of each rocket and report results to program
committee for presentation of awards.
Flight Operations Team
- Have two starters with green flags.
- Have two judges with checkered flags.
- Have two gatekeepers to line up boys.
- Set up the space derby raceway.
- Report preliminary winners and final winners to registration team.
The official space derby kit includes all necessary materials and
instructions for building. Decorate the rocket with bright colors. Apply decals
furnished in the kit.
Tips for rocket builders:
- Reduce air friction or "drag" by making all surfaces as smooth as
possible. A blunt, rounded nose causes less drag than a sharp nose. A good
design has all leading edges rounded and trailing edges tapered to reduce the
drag.
- Rubber bands should be lubricated before the race. They are the "motor"
and must be strong and flexible.
- Use a sharp knife for cutting the grooves for the hanger fitting and fins.
A dull knife will crush and splinter the balsa wood.
- When you start to carve, remember that the end with the small hose is the
rocket nose.
- A potato peeler is good for carving the shape.
- To help increase the rocket's spped reduce the wall thikcness to a minimum
of 1/8 inch. Do not weaken the area around the hanger (carrier) or carve away
the nose button circle.
- Do not apply too much apint to the outside unless you sand between each
coat.
- Be careful not to get glue on the plastic carrier, especially in the holes
through which the monofilament line runs. Glue can interfere with smooth
operation.
- Make the propeller shaft as short as possible by bending it close to the
prop. Cut off the excess wire with wire cutters.
- Test the rocket's balance by hanging it from a string through the hole of
the hanger fitting. If the rocket is nose-heavy, carve or sand a little wood
off of the end. It it's tail-heavy, remove wood from the tail area.
Dens may wish to secure a 100-foot length of 50-pound monofilament fishing
line for test runs in the backyard before the derby. Tie the line to a tree or
post and string the rocket carrier on it. Tie the other end to a tree about 100
feet away. Make the line as tight as possible.
- 7:00 Inspection and registration of rockets.
- 7:30 Opening ceremony.
- 7:45 Cut ribbon and start heats. Award ribbons and other prizes to
heat winners during the running of the derby.
- 8:30 Recognition ceremony. Recognize champions; then make
advancement awards.
- 8:45 Closing ceremony.
all rockets must pass the following inspection to qualify for the race:
- Only basic materials supplied in the kit may be used.
- The rocket body may be no longer than 7 inches, not including the
propeller and fins.
- There are no restrictions on the weight or design of the rocket.
- Every boy brings his rocket to the inspection table to have his entry
checked and numbered.
- Then he goes to the registration table where his name and rocket's number
are entered on a heat sheet.
- Contestants report to the gatekeepers, who line them up in the order in
which they will compete. At this point, each boy starts to wind the
rubber-band motor of his ship.
- As his name is called, the boy hooks his rocket on the guideline assigned
to him, centering the rocket between the vertical dowels and locking the
propeller behind the horizontal dowel on the starting gate.
- The gatekeeper starts the countdown and fires at zero by lifting the
starting gate frame, which releases the rockets.
- The race is run in heats, up to four contestants at a time. Each boy gets
to try at least twice instead of being eliminated from competition from after
the first race. For example, in a six-boy den, try heats of three boys each.
The winner of each heat goes into the den finals. Then race the other four
again with the winner competing with the other heat winners for the den
championship and entry into the pack finals.
- The winner takes his rocket to the registration table for recording, then
to the awards platform for recognition. He then returns to the spectator area
to wait until his name is called again.
- Run as many quarter-final and semifinal heats a necessary to determine the
contestants for the final.
- As ships are eliminated, make sure the contestants are applauded for their
efforts.
- Lubricate the rubber bands before the derby. This prolongs the bands' life
and power and will help reduce the possibility of breaking during the
competition. They can be soaked overnight in castor oil. Or mix two parts
green soap, one part glycerin, and one part water and rub the mixture on the
rubber band about an hour before racing.
- Have extra boxes of rubber bands on hand. Remember, it takes three rubber
bands to fly each ship properly.
- Experienced rocket racers "warm up" their space ships by gradually winding
the rubber band motor to its full capacity-first 50 turns, then 100, then 200,
etc. Release the propeller between each winding.
- A small hand drill is excellent for winding rubber bands. It also helps
speed up the event. Check the ratio of the drill by making one revolution of
the crank handle and cout the number of times the chuck turns. Most drills
average a one-to-four ratio, thus it would take 40 turns of the crank to give
160 winds on the rubber-band motor. When using the hand drill winder, it's
best for one person to hold the rocket and propeller while another stretches
the bands about 12 to 15 inches beyond the rocket tail and turns the rubber
bands, he gradually shortens the distance between him and the rocket.
- For a more evenly matched race, wind all rocket motors the same number of
turns. For 100-foot launch lines, 150 to 170 winds should be sufficient.
- Speed. First rocket to reach the finish line wins.
- Endurance. Last rocket to reach the finish line wins.
- Relay. Use two or more guidelines. Boys form teams of twos. The
first boy releases his rocket, and as soon as it reaches the other end of the
line, his teammate removes it, rewinds it, puts it back on the guideline, and
releases it. The first rocket to return wins.
- Altitude. String a guideline which is about 12 inches from the
ground at the starting line and 5 feet at the finsh line. Gradually, raise the
high end of the line until all rockets have been eliminated. The one which
climbed the highest wins.
- Just For Fun. Have rockets break balloons at the finsh line. Do
this by inserting several straight pins through a piece of cardboard. suspend
the cardboard from the finish line and place a balloon in front of the pins.
The rocket will drive the balloon into the pins.

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