The 2026 ME 218C project competitive challenge is Karlnival of the Animals Navigate the Fountain to Collect the Animals!
The game involves designing and building a steampunk-themed watercraft and a remote controller to navigate in Terman fountain.
The objective was to collect fauna (rubber bath toys) floating in the fountain, protect four Captain Ducks from falling off the boat, and dethrone opposing teams' Captain Ducks, all while pairing, driving, and refueling.
Each team built two systems: a Quackraft (the boat) and a Mallard Module (the wireless controller).
Each round, five Quackrafts compete against each other. Scoring was based on:
1 point per fauna collected inside your perimeter
1 point per opposing Captain Duck captured
4 points per your own Captain Duck still on its DuckPlate at the end of the round
Quackrafts ran on a fuel system: 40 seconds of total fuel, drained by propulsion (driving) and digital use (gate servo). When depleted, the boat stays still until the Mallard Module operator performs a continuous physical refueling action (detected by our accelerometer) for at least 5 seconds.
Each Quackraft is a watercraft capable of operating in the fountain.
Each Quackraft shall be equipped with a propulsion/maneuvering system controlled by the Mallard Module.
The only component of the Quackraft that may extend outside the outer edge of the bumper is a 12 inch length of foam tubing provided for the purpose of dethroning CaptainDucks by the teaching team.
The DuckPlate must be 8in +/- 1” above the water line and one edge must be tangent to the interior edge of the bumper.
Each DuckPlate will have a 9” radius non-intefering zone. No part of the Quackraft should interfere in this region.
Each DuckPlate will be supplied by the teaching team and hold a maximum of 4 Captain Ducks.
The surface of the top of the DuckPlate shall not be modified.
Quackrafts require steam pressure to function. Thus, the Quackrafts cannot do any work when there is no steam remaining (Check out Software for a more thorough explanation of this).
Each Quackraft shall display the number of the team that built it with digits at least 15cm tall.
Each Quackraft shall have around its largest perimeter two SPDL-issued closed-cell foam bumpers. The two 1.75 inch diameter foam bumpers must be stacked directly on top of each other. The bottom edge of the bottom bumper must be at least 2 inches above the waterline. The top edge of the top bumper must be less than 7.5 inches above the waterline.
Each Quackraft is limited to a total waterline circumference of 6 ft.
No part of the Quackraft may protrude beyond the circumference of the foam bumper, with exception of any implement designed to dethrone captain ducks.
Collisions between Quackrafts will be unavoidable. Ensure that your Quackraft is designed to robustly absorb crash energy at the bumper.
Each Quackraft must implement an electromechanical indication of its state of association with a Mallard Module. Exactly which association states must be displayed is at the discretion of the Communications Committee.
Each Quackraft must keep track of its own steam pressure status, counted in seconds. Quackrafts can hold a maximum of 40 seconds worth of steam.
Each action that a Quackraft takes that propels it, deducts steam pressure for the duration of the action. Using any actuators designed to de-throne Captain Ducks also deducts steam for the duration of the action. Using propulsion and de-throning actuators at the same time uses up steam power at double time. A Quackraft that is sitting idle, whether paired with a Mallard Module or not, is not considered to be actively consuming steam.
Once there is zero steam pressure remaining, a Quackraft cannot activate its propulsion or any mechanisms until refueled through a refueling action from the Mallard Module.
Each Quackraft may only be powered by SPDL-supplied 7.2V NiMH and 5V LiIon battery packs. Up to 2x 7.2V NiMH packs and 1x 5V LiIon pack may be used.
The enclosure of each Quackraft’s sensitive instrumentation and propulsion systems must be protected against damage from ingress of objects and water.
Each Quackraft shall contain a SPDL-issued XBee radio module used to communicate with a Mallard Module.
Each Quackraft must implement the class-wide protocol for coordinating game information (See Communications).
Boss uses 4 main systems to complete this game:
Driving. Moves around the fountain using 2 APISQUEEN U1 12V~16V 200W Signal 3.4kg Thrust (1.7kg per unit) Brushless Underwater Thruster-Propellers
We use differential drive using two tunnel jet motors, one under each catamaran pontoon.
Intake. Collects the fauna passively into its container area below its deck. The gap between the two catamaran pontoons served as a passive holding bay. The area is wide between its two pontoons/halls, enclosed by a net to collect many fauna. Effective collection is enabled by its fine navigation capabilities, thanks to its balance, light weight, and well-placed thrust pivot.
Water-gun. Using a Delavan Powerflo 2200-201-SB 1.2GPM Demand Pump and a custom-designed nozzle for its water tube, Boss shoots jets of water to eliminate Captain Ducks of competing boats.
Gimbal/Stabilizer. Boss has a custom gimbal to stabilize the Captain Ducks over currents, impact, and acceleration. The stabilizer is passive, supported by adjustable-count steel counterweights.
The Mallard Module must include, at minimum, an indicator to display the remaining charge level in a Quackraft with a resolution of 1 part in 5.
The Mallard Module is a controller capable of pairing with any Quackraft.
The Mallard Module shall contain all controls and displays relevant to propulsion, fauna collecting functionalities, charge status, recharging, and wireless communication with the Quackraft (these are each elaborated on below).
The Mallard Module shall have two modes: Drive Mode and Refuel Mode. It must be impossible to be in both modes simultaneously.
The Mallard Module must include, at minimum, an indicator to display the remaining charge level in a Quackraft with a resolution of 1 part in 5.
The Mallard Module shall have some method of displaying whether or not is is paired with a Quackraft.
If a Mallard Module is paired with a Quackraft, it shall have some method of indicating which Quackraft it is paired to.
Mallard Modules must incorporate at least 1 analog input and at least 1 electromechanical output.
Each Mallard Module shall contain a SPDL-issued XBee radio module used to communicate with a Quackraft.
The Mallard Module must provide the user controls for all required functions determined in the classwide communications protocol.
Each Mallard Module must implement the class-wide protocol for coordinating game information (see Communication Protocol).
Each Mallard Module may only be powered by 5V LiIon battery packs.
The size, shape and mass of the Mallard Module are constrained only to what is portable by a team.
Bear in mind that you may need to move the Mallard Module to stay in radio range with a Quackraft.
Boss has a wireless controller system with its fun-to-watch "charging" procedure.
Wireless Communication was enabled by XBee radio modules in API mode at 9600 baud, 5Hz message rate.
A class-wide communications protocol handled pairing, driving, refueling, and error handling between any Mallard Module and any Quackraft.
Refueling starts when a controller operator starts pumping the air pump, which is detected by a limit switch, hit by the upper side of the pump.
Fuel refills proportionally to time pumping the air pump, as a servo gauge on the controller displays remaining fuel continuously.