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Nerf vs Unbranded Darts

Title:
Comparing the horizontal range of official Nerf darts against unbranded replacement darts.
Aim:
To identify whether or not unbranded Nerf darts are viable replacements.
Variables:

Independent Dependant Control


 Dart brand, official  Horizontal Distance  Wind speed
Nerf vs unbranded. Travelled by  Angle at which
Projectile (Measured projectile is fired
with a Tape  Initial Velocity
Measure)  Temperature
 Position of launcher
when fired
 Measuring Devices
(Ruler etc.)
 Humidity
 Bullet Mass/shape

Measuring Variables:
In order to successfully measure variables, several steps will be taken. The dependant
variable will be measured using a tape measure to calculate the distance travelled by the
projectile. Also, a camera will be used which is able to see where the projectile initially
lands, in order to get an accurate representation of horizontal range.
Background Information:
Nerf guns have become a common household name, with almost everyone being aware of
the brand. However, a common issue which has been raised amongst Nerf guns is the
absurd prices for replacement darts. Due to this, many people have decided to alternatively
purchase replacement darts from unbranded companies, and places like Ebay. However, the
quality and effectiveness of these darts have been questioned by many. Furthermore, Nerf
often makes bold claims about the range and effectiveness of their darts. This experiment
will not only test the merit of these claims, but also the effectiveness of darts purchased
from third party companies.
The bullets, once fired, can be classified as projectiles, as no external force applies to it once
it has exited the firing chamber. Using this knowledge, several formulae can now be applied
in order to describe the motion of the projectile in the air. The first, that will be used to
calculate the horizontal range of the projectile, is:

This formula allows for the calculation of the horizontal range, using the initial velocity,
angle of launch, and value of gravity. This will produce the theoretical value for the distance
the particle should travel. However, this formula does not consider air resistance. Using the
experimental values, it will not only become clear which dart brand is most efficient for
maximising range but will also allow us to see the complete effect of air resistance on these
projectiles, by comparing the experimental value to the theoretical value obtained. The full
extent of air resistance, and how it limits the distance travelled can be observed. However,
in order to calculate the initial speed of the projectile, another formula must be utilised.

This formula states that the time taken for a projectile to reach its maximum height when
fired vertically, is the initial velocity divided by gravity. By using a data logger, the time of
flight can be calculated, and gravity is a constant. Using this, the initial muzzle velocity can
be calculated. Then, using trigonometry, the value for Ux can be calculated, and used in the
previous equation. The trigonometric equation used to calculate this is:
This diagram represents the relationship between the initial velocity, and its components.
However, for the range formula, Ux must be calculated. Therefore, using this, we can
calculate Ux, then calculate theoretical range.
From this, we will be able to identify several key points. The first will be which one of the
projectile types has the greatest range when fired from a Nerf gun. This will also prove
which projectile shape is the least air resistant, and the most aerodynamic. Secondly, this
experiment will also be able to show the magnitude of the effect of air resistance on a
projectile in motion. By comparing the theoretical values, which ignore air resistance, with
the actual results, a clear indication of the effect of air resistance can be seen. On a
macroscopic level, this experiment will show which of the two bullet types is most beneficial
if one wishes to achieve maximum range with their Nerf gun. This will also be an excellent
indicator of whether or not the companies give accurate values on their packaging. The
company claims to be able to reach 10.7 meters (35 feet) with their dart shooting Nerf guns.
This experiment will be able to verify these claims, by shooting the blaster at a 45-degree
angle, which will lead to maximum range, and comparing results.
Bibliography:
Nerf Wiki, Vortex Blaster Range. Available from: https://nerf.fandom.com/wiki/Vortex
Nerf Wiki, Vigilon Blaster. Available from: https://nerf.fandom.com/wiki/Vigilon
Nerf Wiki, Alpha Trooper CS-12 Blaster. Available from:
https://nerf.fandom.com/wiki/Alpha_Trooper_CS-12

Lumen Learning, Projectile Motion. Available from: https://courses.lumenlearning.com/boundless-


physics/chapter/projectile-motion/

IB Survival Guide, Nerf Dart Projectile Motion. Available from: https://ib.jamesgalaxy.com/ib-


physics-experiment-nerf-dart-projectile-motion/

Hk-Phy, Kinematics – Equations of Motion. Available from: http://www.hk-


phy.org/contextual/mechanics/kin/eq_mo04_e.html

Risk Assessment:

Equipment Risk Precaution


NERF Dart When fired, can injure Ensure Firing range is clear
someone, through contact before attempting to fire
with skin, or eyes gun
Nerf Trigger Finger may get caught in Ensure finger is clear of
mechanism moving parts, use
responsibly
Materials:

 1x Protractor
 1x Dart Shooting Nerf Gun
 3x Unbranded Darts
 3x Nerf Darts
 1x Tape Measure
 1x Slow-Motion Camera
 1x video analyser software
 1x Measuring Scale
Method:
Part A
1. Using a measuring scale, measure the weight of all unbranded bullets.
2. Write down results.
3. Repeat steps 1-2 for the Nerf brand bullets.
4. Looking at results, select only the Nerf brand and unbranded bullets which have
identical weights, to use in the next steps.
Part B
1. Position the Nerf gun at a 90-degree angle from the ground, pointing upward.
2. Position data logger so that it can capture motion of dart.
3. Fire dart, and record with video analyser.
4. Use video analyser to identify initial velocity.
5. Repeat steps 1-4 with the unbranded dart.
6. Repeat steps 1-5 5 times and record the average of the results achieved.
Part C
1. Mark a spot on the ground, and position the Nerf gun at the point, and load it with
the official Nerf bullet.
2. Using the protractor, adjust the blaster so it is aiming 45 degrees in the air.
3. Ensure the end of the barrel is at the mark on the ground. Also ensure that the
blaster is placed upside down.
4. Position the slow-motion camera so it can view the entire range.
5. Shoot the gun.
6. Using the slow – motion camera, find the point where the bullet first hit the ground.
7. Measure the distance from the initial point to the point where the bullet landed on
the floor.
8. Record results.
9. Repeat steps 1-8, recording results each time.
10. Again, repeat steps 1-8, using the unbranded dart instead.
11. Record results.
12. Repeat steps 1-11 10 times, and calculate the average for both dart types
individually.

Diagram:
Methodology:
The experiment will be performed according to the following:
The blasters will be used in order to fire the different darts, and test the range achieved.
They will be set up at the same height, so that the muzzles are all lined up at the same
height. This will allow for valid results, as they are tested under the same conditions.
The slow-motion camera is required in order to see exactly when the motion for the bullet is
completed, in other words, when the height of the bullet comes back down to the height of
the muzzle. This also allows for valid results.
The data logger will be used in order to calculate muzzle velocity of the blasters. This will
allow for calculations to be used to identify theoretical values for range, which can then be
compared against the actual values obtained in order to see the effect of air resistance.
The protractor will be used in order to position the blaster at a 45-degree angle, which is the
optimum angel to achieve maximum range. This will also allow both blasters to be set at the
same angle, increasing validity.
A tape measure is required in order to measure the horizontal distance travelled by the
bullet. By doing so, the actual results for the distance can be calculated. The tape measure
should be over 20 meters, in order to successfully calculate the entire measurement.
The darts and discs are the projectiles that will be used in the experiment. To ensure
validity, both types of projectile will be weighed in order to ensure they are of the same
weight.
By repeating Part B, the errors obtained through uncontrollable factors are heavily
minimised, allowing for a much more valid experiment to be undertaken. Using the average
in calculation will again lead to much more accurate results and values.
Placing the blaster upside down is done in order to have it much lower to the ground when
firing. This allows the results to be much more accurate, as it lowers the chance of the
measurement being altered due to any errors.
When measuring the distance travelled, it must be done by viewing the measuring tape at a
90 degree angle. This will prevent any chance of parallax errors, and reading errors.

Measuring Variables:

 The dependant variable of the experiment will be calculated using the tape measure.
This will allow for the horizontal distance to be measured with ease.
 The angle of launch will be kept the same by using a protractor, to set both blasters
at 45 degrees, ensuring validity.
 The position of the blasters, along with the wind speed, humidity, and temperature
will be kept constant by doing all trials inside a lab, at Standard Lab Conditions.
 By using a scale, the bullet mass will be kept constant, by measuring and ensuring
the weight is the same, for all projectiles.

Results:
Official Nerf Darts
Theoretical Range: 17.09m

Trial Number Initial Velocity Recorded (m/s)


1 12.90
2 13.01
3 12.92
4 12.96
5 12.91
Ave 12.94

Trial Number Horizontal Range (meters)


1 15.68
2 15.53
3 15.59
4 15.74
5 12.25
6 15.45
7 15.89
8 15.25
9 15.39
10 15.90
Ave 15.60
Uncertainty Range: 15.6 +- 0.325
Unbranded Dart
Theoretical Range: 15.69m

Trial Number Initial Velocity Recorded (m/s)


1 11.98
2 12.95
3 12.40
4 12.02
5 12.65
Ave 12.40

Trial Number Horizontal Range (meters)


1 12.20
2 13.17
3 13.01
4 8.48
5 12.40
6 12.81
7 13.09
8 11.85
9 13.01
10 12.50
Ave 12.67
Uncertainty Range: 12.67 +- 0.445
Horizontal Range
18
15.68 15.53 15.59 15.74 15.89 15.9 15.6
16 15.45 15.25 15.39

14 13.17 13.01 13.09 13.01


12.81
Horizontal Distance (meters)

12.4 12.5 12.67


12.2 12.25
11.85
12

10
8.48
8

0
1 2 3 4 5 6 7 8 9 10 Average
Trial Number

Official Nerf Dart Third Party Dart


Images:
Laying out Measuring tape

Measuring tape is correct to 4 significant figures, measurements are in Mm.

Both darts are shot with the same blaster.


Blaster is lined up with the tape measure.

Protractor is lined up with base of blaster

Blaster is set at 45-degree angle.


Unbranded dart lands.
Official Nerf dart (bottom of image)
versus unbranded dart.

Setting temperature to a constant 24 degrees.


Calculating Theoretical Range:
Using the formula for horizontal range, we are able to identify the theoretical horizontal
range which should be travelled, if air resistance is ignored.

Discussion:
From the above results, several intriguing observations are made. It is clear that the third-
party darts have a lower horizontal range than the official Nerf darts. There are several
factors which may cause this. While the weight of the darts is the same, the material used in
the darts may be slightly different, which can lead to a greater air resistance. The third-party
darts may utilise a more porous material, allowing air to pass through, which can decrease
the range of the dart. Furthermore, using the Tracker Video Analysis application, we are
able to see that the third-party darts have a lower initial velocity. This has a direct impact on
horizontal range, if we look at the horizontal range formula.
The error range of this experiment was minimal, proving it had a high reliability. Using the
uncertainty value, we are able to establish that the results achieved were extremely close ot
each other. The results for the Nerf dart had an uncertainty of 0.325, while the uncertainty
of the unbranded darts was 0.445. from this we can see several facts. As the uncertainty
value for the unbranded darts is higher, it means that the distance it travels is much more
inconsistent. This could be due to its shape and the material used. These may be affected by
air resistance in a much higher magnitude, and in an unpredictable manner. The Nerf darts
however, had a lower uncertainty value. This could be due to their much more reliable
materials, and the much more predictable flight pattern.
Many of the measuring devices used in this experiment were very precise. The measuring
tape used in order to measure the distance travelled by the darts was correct to 4 significant
figures, allowing it to accurately pinpoint the horizontal range achieved. Also, the
application used in order to identify the initial velocity of the darts was also extremely
precise, and again gave answers correct to 4 significant figures. By using equipment such as
these, the experiment was proven to have a high accuracy.
Throughout the experiment, only one variable had been changed; the dart. All other
variables had been kept as constant as possible. Factors such as humidity, temperature,
bullet mass, angle of launch, and position of the blaster when the dart was launched were
all kept the same. By doing so, it allowed the results to be as valid as possible. Therefore,
this experiment was valid.
While this experiment followed methods to ensure validity and reliability, several steps
could be taken in order to improve the investigation in the future. The method used in order
to identify horizontal range has several flaws which cannot be avoided. Wind from air
conditioning, fans or other sources can veer bullets off course, which can affect the results
obtained. Ideally, this experiment should be performed in a vacuum, to reduce the amount
of inconsistent wind. Also, when the blaster is fired, it is slightly raised from the ground. This
can affect the results obtained again, as if the blaster was on the floor, it would be much
easier to achieve perfect results. While steps were taken to reduce this, such as flipping the
blaster over to reduce the elevation, and measuring the bullets range from the point when it
reaches the same height, this would not be as accurate as if the muzzle was at ground level
when fired. Finally, using a laser pointer could have given much more accurate results when
measuring distance. Instead of using a measuring tape, putting a plank of wood where the
dart had landed, and using a laser distance measurer would provide much more accurate
results than a measuring tape.
The investigation performed can be expanded on in several ways, using the information that
has been acquired. First, as the initial velocity achieved for the unbranded dart is less than
the Nerf dart. An investigation could be made to identify why this is so. Also, another
investigation could be to identify whether or not these results are consistent with different
blasters of the Nerf brand.
Using these results, the credibility and effectiveness of after market darts can be seen.
While these darts are substantially cheaper than the official Nerf branded darts, they do not
provide the same range. However, the third-party darts only lose 18.8% of the range gained
by using Nerf branded darts. To some, this range may be justifiable by cut in cost.
Furthermore, the claims made by Nerf had been put to the test by this experiment, which
showed that Nerf had actually understated the range achievable by these dart blasters. This
may point to several things. The first, is that Nerf’s method of testing may be much more
rigorous than the method used here. Higher humidity, and wind speeds may be used in
order to provide a much more realistic measurement. Also, the angle of launch, and
positioning may be much more different than those used in this experiment.

Conclusion:
Through this investigation, we have been able to identify that unbranded darts have a much
lower range compared to that of the Nerf branded darts.
References:
Nerf Wiki, Vortex Blaster Range. Available from: https://nerf.fandom.com/wiki/Vortex
Nerf Wiki, Vigilon Blaster. Available from: https://nerf.fandom.com/wiki/Vigilon
Nerf Wiki, Alpha Trooper CS-12 Blaster. Available from:
https://nerf.fandom.com/wiki/Alpha_Trooper_CS-12

Lumen Learning, Projectile Motion. Available from: https://courses.lumenlearning.com/boundless-


physics/chapter/projectile-motion/

IB Survival Guide, Nerf Dart Projectile Motion. Available from: https://ib.jamesgalaxy.com/ib-


physics-experiment-nerf-dart-projectile-motion/

Hk-Phy, Kinematics – Equations of Motion. Available from: http://www.hk-


phy.org/contextual/mechanics/kin/eq_mo04_e.html

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