Engineering & Architecture

Guidance

Everything from class that applies to this car, in one place. Come back to this page while you're building — it's meant to be used dirty, not read once.

Try it in the Simulation. Every setting in the simulator is explained on this page, under the same name. Each section below says which setting it's about, and each setting in the simulator has a "More" link back here.

The one idea

A mousetrap spring holds a fixed amount of stored energy. That's your whole budget. You can't add to it, and every joule that goes somewhere other than moving the car forward is gone.

So the entire project is one question: where does the energy go, and how do you spend more of it on the thing you're being scored on?

Work

W = F × d

Work is force applied over a distance, measured in joules. It's the same equation whether you're talking about the spring pulling the string, the wheel pushing the ground, or friction stealing energy from your axle.

Anatomy: the six numbers you design

Strip a mousetrap car down and you're choosing six sizes. They're the six settings under Your design in the simulator, and the same six your sketches and Onshape model have to pin down.

Side view of a mousetrap car, drawn like the simulator, with the six design sizes dimensioned: rear wheel diameter, front wheel diameter, chassis length, lever arm length, mousetrap position, and rear axle diameter lever arm length rear axle diameter rear wheel diameter front wheel diameter mousetrap position chassis length string spring hinge mousetrap chassis
The starter car from the simulator, to scale. Big drive wheels at the back, small wheels at the front, so the nose tips down. The lever is shown partway through its swing.
Simulator settingWhat it isExplained in
Rear wheel diameterThe drive wheels, on the axle the string winds around.Wheel and axle
Front wheel diameterThe wheels that just roll along.Axle friction
Chassis lengthRear axle to front axle. The brief caps the whole car at 24 in, not counting the lever arm.Brief
Lever arm lengthSpring hinge to where the string ties on.The lever arm, The lever's swing
Mousetrap positionRear axle to the spring hinge.The lever's swing
Rear axle diameterWhere the string winds. Tape or a bushing makes it thicker.Wheel and axle

The spring: your whole budget

The lever swings half a turn, from 180° (wound), lying back toward the rear axle, to 0° (at rest), lying forward on the trap. The spring pushes hardest when it's wound and weakens as it unwinds, to roughly 40% by the end. The simulator uses exactly that.

The one number you need from your trap is how hard it twists when it's wound. That's the simulator's Spring torque when wound. Measure it, don't guess it.

Measuring spring torque: the trap sits on a table, the lever is held back at the wound position, and a spring scale hooked 10 centimeters from the hinge pulls straight down at 90 degrees to the lever table mousetrap lever held at 180° (wound) spring pulls up and over 10 cm (0.10 m) spring scale pull straight down, at 90° to the lever
Hook the scale 10 cm from the hinge and pull until the lever just lifts off the wound position. Keep the scale at a right angle to the lever, or the reading comes out low.
Spring torque when wound · simulator setting

τ = scale reading (N) × 0.10 m

If your scale reads in grams, multiply by 0.0098 to get newtons first. A typical trap is around 0.4 N·m.

Your energy budget

E ≈ 2.2 × τ

The spring averages about 70% of its wound torque over half a turn (π radians), so the stored energy in joules is about 2.2 times the torque in N·m. A 0.4 N·m trap holds about 0.88 J. That's the "spring holds" number above the simulator's energy bar.

Measuring spring torque with a spring scale

The lever arm: force or distance, pick one

A simple machine never gives you free energy. It lets you trade force for distance. The lever arm on your trap is the clearest example you'll build all year. In the simulator it's the Lever arm length setting.

A lever arm showing that tying the string close to the hinge gives a large force over a short pull, and tying it far from the hinge gives a small force over a long pull spring hinge A B large force small force short pull long pull string off the axle r₁ r₂ = lever arm length
Same spring, same stored energy. Tie the string at A and you get a hard, short yank. Tie it at B and you get a gentle, long pull. The total work is the same either way — that's the law of conservation of energy, and no lever arm gets around it.
Torque

τ = F × r × sin θ

Torque is rotational force. It depends on how hard you push, how far from the pivot you push, and the angle. Torque is largest when the force is perpendicular to the arm — which is why the pull on your string changes strength as the arm rotates through its swing.

String tension

T = τ ÷ string moment arm

Flip the torque equation around and you get the pull in the string. The string's moment arm is the straight-line distance from the hinge to the string, measured at a right angle to the string. A longer lever means a longer moment arm, so less tension. The simulator shows it as String tension at the start under Drivetrain numbers.

Ideal mechanical advantage — lever

IMA = din ÷ dout

The ratio of the effort arm to the resistance arm. For a wheel and axle it's the ratio of the radii instead, because a wheel and axle is just a lever that keeps going around.

The lever's swing: how long, and where the trap goes

Lever arm length and Mousetrap position work as a pair. When you wind the car, the string pulls the lever tip back toward the rear axle. When it's released, the tip swings up and over to the front. The string it drags off the axle is the difference between those two.

The rear half of a mousetrap car. The lever swings from 180 degrees, wound, with its tip just over the rear axle, up and over to 0 degrees, at rest, lying forward. When the lever arm length equals the mousetrap position, the string pulled is about twice the lever arm length. 180° · wound tip over the axle 0° · at rest string spring hinge string pulled ≈ 2 × lever arm length when the two dimensions below are about equal mousetrap position lever arm length
The faded levers are the two ends of the swing. When the lever arm length matches the mousetrap position, the tip winds right back to the axle and swings all the way out to the front, so you get the most string out of the swing.
String pulled per release

pull ≈ 2 × (lever arm length or mousetrap position, whichever is shorter)

A lever longer than the mousetrap position doesn't pull more string. Its tip just swings past the axle, and the extra length only weakens the pull. The simulator shows the real number as String pulled off the axle.

Three simulator checks come from the swing. Here's what each one means on a real car:

The wheel and axle: your distance multiplier

This is where Rear wheel diameter and Rear axle diameter come in. The string wraps around the rear axle. Every bit of string the lever pulls off turns the axle, and the wheels on that axle roll the car along the floor.

A drive wheel and axle showing that string unwinds from the small axle radius while the car travels the much larger wheel circumference to lever arm r R one axle turn = 2πR of travel …while only 2πr of string comes off the axle big R, small r → far but weak small R, big r → short but strong
The axle is small and the wheel is big, so a little string buys a lot of ground. That ratio is the single biggest lever you have on total distance — and the first place to look when your car stops ten feet short.
Estimating your range

distance ≈ string pulled × (rear wheel diameter ÷ rear axle diameter)

Same as R ÷ r. The simulator shows this ratio as Rear wheel ÷ axle diameter. It's the distance while the spring is pulling. After the string comes off the axle the car coasts, and in the simulator the coast is often nearly as far again. Comparing your prediction to your measured result is exactly the kind of analysis the rubric is looking for.

Push at the floor

Ffloor = T × (rear axle diameter ÷ rear wheel diameter)

The same ratio, flipped. A 25 : 1 wheel-to-axle ratio rolls 25 cm per cm of string, but pushes the floor with only 1/25 of the string tension. If that push is smaller than the friction holding the car back, the simulator says Won't start (it never moves) or Stalls (it stops partway through the pull).

What each change costs you

Nothing here is free. Every change that buys you distance takes it out of somewhere else — usually the force available to get the car moving in the first place. The last column is the simulator check that warns you when you've gone too far.

ChangeEffect on distanceWhat it costsWatch for
Bigger rear wheelsMore, up to a pointLess push at the floor. Too big and the car stalls.Won't start, Stalls
Thinner rear axleMore, up to a pointLess push at the floor, and more turns to wind. Too thin and it stalls.Won't start, Stalls
Longer lever arm, with the trap moved back to matchMoreA gentler pull, so it may not start. Longer than the mousetrap position adds nothing.Lever reach, Winding
Bigger front wheelsMoreTaller, a little heavier, and they need room on the chassis.Build (wheels overlap)
Lighter carMoreLess weight on the drive wheels, so less grip.Wheel spin
More weight over the drive wheelsUsually lessEnergy to move it and more axle friction — but it buys grip.Wheel spin (it helps fix it)
Better axle bearingsMuch moreBuild time and parts. Usually the best trade on the list.The energy bar

Read the third column before you change anything. Teams that only read the second column build a car with a beautiful long lever arm that cannot move itself.

Where the energy goes

Once the spring lets go, every joule ends up as one of the losses below. The simulator's Where the spring's energy went bar uses the same names and colors, so you can see which one is eating your car.

Side view of a mousetrap car with six numbered places energy is lost: air drag, rear axle friction, front axle friction, floor rolling resistance, wheel spin, and string slipping on the axle 1 2 3 4 5 6 WHERE THE ENERGY GOES 1air drag 2rear axle friction 3front axle friction 4floor rolling resistance 5wheel spin 6string slip (real car only)
Five of these are in the simulator. The sixth — string slipping on the axle — isn't, and it's the one teams usually discover last, on the run where the car goes nowhere. Tie or hook the string so it grips the axle while it pulls and lets go at the end.

The energy bar also shows unused spring energy: energy that never reached the car at all. It shows up when the lever can't wind the full 180°, when the floor stops the lever early, when the car stalls with the spring still wound, or when the lever snaps down past the end of the pull. Those are fixed with the lever's swing, not with friction.

Friction

Friction force

Ff = μ Fn

Friction depends on the materials in contact (μ) and how hard they're pressed together (Fn). Not on surface area — that's the counterintuitive one from class.

You need friction in exactly one place: between the drive wheel and the floor. Without it the wheel spins and the car sits still. Everywhere else — axles, bushings, the string rubbing the chassis — friction is stealing from your budget.

So the goal is not "less friction." It's high friction at the tires, low friction everywhere else. Teams that write that sentence in their presentation tend to have already solved the problem.

Axle friction · losses 2 and 3

The simulator's Axle friction factor is μ for your axles: how easily the axle turns in whatever holds it. In most cars it's the biggest loss on the bar.

Axle friction

friction torque = μ × load on the axle × axle radius

That friction works at the axle's surface, but the car moves at the wheel's rim. So the bigger the wheel around the same axle, the less you lose per meter. That's why Front wheel diameter matters: on the starter car, going from 3 cm to 12 cm front wheels takes it from about 13 m to about 21 m.

Axle setupAxle friction factor
Ball bearingsabout 0.05
Axle turning in a plastic strawabout 0.15
Metal rod in a drilled wood holeabout 0.3
Rubbing, tight, or wheels touching the chassis0.5 or more

These are rough guides. Your real number comes from calibrating with a real run.

Floor rolling resistance · loss 4

Rolling resistance

Froll = Crr × car weight

Wheels squash a little where they touch the floor, and that takes energy every meter. Hard, true wheels on a smooth floor lose the least. The simulator's Floor rolling resistance is Crr: about 0.004 for hard wheels on smooth tile, 0.01 for a hallway floor, and 0.03 on carpet — enough to stall most cars. Run your trials on the same kind of floor as the test track.

Air drag · loss 1

Air drag

Fair = ½ × air density × Cd × frontal area × speed²

The simulator's Frontal area is roughly the height × width of the car seen from the front. At mousetrap speeds drag is small — around a tenth of the energy on the starter car — but it grows with speed squared, so it matters most for cars that launch fast. The simulator uses Cd = 1.0 and air density 1.2 kg/m³.

Rear wheel grip · loss 5

Grip limit

max push before spinning = grip × weight on the drive wheels

The simulator's Rear wheel grip is μ between your tires and the floor: about 0.2 for a bare CD on tile, 0.5 for a balloon or rubber band tire, 0.9 for a rubber O-ring. If the string pushes harder than this, the wheels spin and the energy is wasted. Spin only happens with a strong pull — a short lever, a thick axle, small wheels. Try the Fast launch preset to see it.

Mass and rotational inertia

The simulator's Car mass without wheels is everything except the wheels: chassis, trap, lever, axles. Weigh it. The simulator adds the wheels' mass from their size, as if they were about as heavy as a CD for their size.

Every gram costs distance, because rolling resistance and axle friction both grow with weight. On the starter car, going from 110 g to 200 g drops the distance by about a third. Adding mass over the drive wheels does buy grip, though. Which one wins depends on your car, which is why you test.

Two wheels can weigh the same and still be very different to spin. Mass out at the rim is much harder to accelerate than the same mass near the hub. That's rotational inertia. The energy it takes to spin up your wheels isn't lost — it comes back as they keep the car rolling. What heavy wheels really cost you is their weight.

What to research

Curate, don't collect. Every source you save should have a note saying what you're going to use it for. A page of links with no notes scores as poorly as no research at all.

The six questions your sketches must answer

Sketching without a question to answer is doodling. Every sketch you turn in should be trying to settle one of these. The simulator setting each one decides is in brackets — try your answers there before you commit.

  1. How long will the car be? [Chassis length]
  2. How big will the wheels be — and are the front and rear the same? [Rear wheel diameter, Front wheel diameter]
  3. How long will the lever arm be, and where does the string attach on it? [Lever arm length]
  4. Where does the mousetrap sit on the chassis? [Mousetrap position]
  5. How are the axles attached to the chassis, and what lets them spin freely? [Rear axle diameter, Axle friction factor]
  6. What material is each part made of — axle, wheels, chassis, lever arm? [Car mass, Rear wheel grip]

Running a real trial

A trial you can't repeat isn't data, it's an anecdote. The rubric asks for trials conducted scientifically, and that means something specific.

Calibrate the simulator with your first real run. Set the simulator to match your car, then type your measured distance into Calibrate with a real run. It changes the axle friction factor until its distance matches yours. After that, use it to predict each change before you make it, and put the prediction and the real result side by side in your iteration log.

Tuning: two problems you will have

It moves fast and easily but doesn't go far. You're spending the spring too quickly. Look at: lengthening the lever arm (and moving the trap back to match), reducing the rear axle diameter, or going to a larger drive wheel. Expect the car to accelerate more gently as it reaches farther — that's the trade, and saying so out loud in your presentation is the point.

It struggles to move at all. You don't have enough force at the wheels, or you're losing it before it gets there. In the simulator this is Won't start or Stalls. Look at: shortening the lever arm or moving the string attachment closer to the hinge, increasing the rear axle diameter, adding traction at the drive wheels, and hunting down axle friction. Expect to lose some range in exchange, so make the smallest change that gets it moving reliably.

A well-made axle mount

Before you cut, print, or glue anything, check the shop procedures. Material waste is scored on this project and on your daily grading page.