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Mission 1: How it flies

A straw rocket has no engine. So what makes it go? You do. Your breath is the engine.

Thrust: the push

Your paper rocket is a tube with one closed end, called the nose. When you slide it onto a straw and blow, your air rushes up the straw and gets trapped inside the rocket. The air has nowhere to go, so it pushes hard on the closed nose. That push is a force called thrust. Thrust shoves the rocket off the straw. A harder puff makes more thrust.

Thrust only lasts for a tiny moment. As soon as the rocket leaves the straw, the push is over. After that the rocket is coasting, like a ball after it leaves your hand.

Gravity: the pull

Gravity is a force that pulls everything toward the ground. It pulls on your rocket for the whole flight and never takes a break. That is why the path of the rocket curves down, like the shape of a rainbow.

Drag: the slow down

Drag is air pushing back against anything that moves through it. Hold your hand flat in a strong wind and you can feel it. Drag slows your rocket down. A smooth rocket with a neat nose slips through the air with less drag. A crumpled, bumpy rocket has to fight a lot more air.

Leaks steal thrust

Here is a secret that many builders miss. If the nose has a hole, or the side of the tube has a gap, your air sneaks out instead of pushing. A leaky rocket barely moves. The tube also has to fit the straw just right. Too tight and it sticks. Too loose and the air escapes around the straw.

Big idea: Systems

A system is a group of parts that work together. Your rocket is a system. The nose, the body, the fins, the weight, and your puff of air all have a job. Change one part and the whole flight changes. Keep an eye out for that as you go.

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Mission 2: Fins and tails

Fins are the little wings at the tail of a rocket. They do not push the rocket. Their job is to keep it pointing straight ahead.

Think about an arrow. The feathers at the back stop the arrow from tumbling. If the tail swings out to one side, the air pushes on the feathers and nudges the tail back in line. Rocket fins work the same way. Flying steady and straight like this is called stability.

A paper tube with no fins often wobbles, flips, or flies sideways. A sideways rocket hits a lot of air, so drag stops it fast.

What you can change

  • How many. Three or four fins work well. Space them evenly around the tube. Three fins look like the letter Y from the back. Four fins look like a plus sign. Fins that are bunched up on one side make the rocket curve or wobble.
  • Where. Fins belong at the tail, which is the open end. Fins near the nose make a rocket flip around in the air.
  • How big. Bigger fins steer better, but they also add drag and weight. Huge fins slow the rocket down. Tiny fins barely help. Start with fins about one inch long.
  • What shape. Triangles, rectangles, and swept back fins all work. Try more than one and see which you like.
  • Straight or tilted. Straight fins give a straight flight. If you tilt every fin a little bit in the same direction, the rocket spins as it flies, like a football. Spinning can steady the flight, but it uses up some speed.
  • Flat and stiff. A bent or floppy fin works like a steering wheel and turns the rocket. Keep your fins flat. Folding the paper double makes a fin stiffer.

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Mission 3: Weight and balance

Weight changes everything about a flight. The tricky part is that too little weight and too much weight both cause trouble.

Too light

Try to throw a cotton ball as hard as you can. It hardly goes anywhere. It is so light that drag stops it almost right away. A rocket that is too light has the same problem.

Too heavy

Your puff of air makes only a small amount of thrust. A heavy rocket is harder to speed up, so it leaves the straw slowly and drops to the floor quickly.

Just right

The best rocket is in the middle. It is heavy enough to punch through the air, and light enough for your puff to launch it fast. Engineers call this a trade-off. You give up a little of one thing to get more of another.

Where the weight goes

Where you put the weight matters just as much as how much you add. Weight belongs in the nose. A heavy nose leads the way, and the light tail with its fins follows behind, like a dart. If the tail is heavier than the nose, the rocket tries to flip so the heavy end goes first.

Easy ways to add nose weight: one small paper clip, a few extra wraps of tape, or a ball of clay the size of a pea. Add a little at a time and test after each change.

The balance test

Lay your rocket across one finger and slide it until it stays level. That spot is the balance point. For a steady flight, the balance point should be closer to the nose than to the tail.

Try it: move the balance point

Add paper clips and watch the finger slide to the new balance point.

TailNose Middle

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Mission 4: Test lab

Engineers test their ideas before they build. In this lab you fly a pretend rocket. Change the settings, launch it, and see how far it goes.

The fair test rule: change only one thing at a time. If you change two things at once, you cannot tell which one made the difference.

Launch angle is how far up you tilt the straw. An angle of 0 is flat like a table. An angle of 90 points straight up at the ceiling.

No two puffs are exactly alike, so the same rocket can land in a slightly different spot each time. That is why engineers test more than once.

Fins
Nose weight

Your test flights

FlightAngleFinsNose weightDistanceHow it flew

No flights yet. Press the green button to launch.

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🔒 The Build Bay is locked

The building steps open when every mission is finished. Here is what you still need to do: