1
Depending on the number of schools competing in a given year
and the number of teams each school has, we may need to limit
the number of teams that can compete from each school; check
with the organizers to find out.
2
There will be one official race course and two warm-up
tracks. The team on the first warm-up track is said to be "in
the hole" (i.e., they are 2nd in line for the race
course). The team on the second warm-up track is said to be "on
deck" (i.e., they are 1st in line for the race
course). No matter what happens to preceding teams (e.g., they
abort their runs), each team may, if desired, have a total of at
least three minutes on the warm-up tracks before being called to
race. When a team is called to the race course they must report
to the course and start running within one minute. After one
minute, the clock will start whether or not the team is ready to
run. Each team will be allowed five minutes on the course. This
time includes the time used to make any adjustments desired to
the car (within the guidelines given below). The team may make
as many attempts to run the course as desired within the five
minutes, but may not begin a run with less than 30 seconds
remaining. The car will be allowed to complete the last run even
if takes longer than 30 seconds. The best time will be recorded.
Adjustments may be made to the cars in-between runs, but the
car may not be programmed in any way with specific information
about the course. In other words, the idea is that the car runs
autonomously; you may adjust maximum or minimum speeds or fix
small problems, but you may not enter the configuration of the
course into memory. If the car is capable of memorizing the
course for itself, you may switch it from a memorization mode to
a racing mode in-between runs.
3
The car will be placed at the start of the course and turned
on. The time will start when the flag on the car interrupts a
light beam (the car is given a short running start). The time
will stop when the flag interrupts the beam again at the end of
the run. A team may pick up their car at any point during the
run, but the run is deemed to be aborted the instant the car is
touched.
4
The car does not need to stay over the tape at all times but
will be penalized two seconds for each pylon it hits as noted
above in B.1. If the car deviates from the course, the time will
still count so long as the route the car takes is not shorter
than the planned course. For example, a car can lose the course
and come back and find it so long as it does not cut off part of
the course in the process.
5
A team may abort their five-minute session ONCE so long as
they have at least 30 seconds left. If they do, they will be
assigned the next available start time on the course (i.e.,
after all other currently- scheduled competitors are done) and
will either keep their remaining time or two minutes, whichever
is less. Under no circumstance (e.g., if they are the last
group) will they receive less than a five-minute break.
6
The initial start times will be determined by the organizers.
7
If none of the teams can successfully complete the course, a
simpler course may be used at the discretion of the race
organizers and if time permits.
8
Each team is responsible for providing their own batteries
and chargers, but it is not guaranteed that you will have the
time to recharge your batteries in between runs, so have them
ready!
9
All cars must be given to the race organizers at the start of
the day. They will be checked for conformity to the rules at
that time and any car not in compliance will be ineligible for
the competition. It may still be allowed to run, but the time
logged will not count in the official race results. |