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Preliminary Report
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9.0 References ............................................................................................................................... 23
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List of Figures
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Introduction
1.0 Introduction
A hovercraft is a multipurpose vehicle designed, as the name implies, to hover just over the
ground. This allows the hovercraft to not only travel over land, but also allows it to travel over
water and other mode choices as desired. When designing a hovercraft for any use, a detailed
breakdown of each part into the smallest scope is necessary to completely ensure the
performance is maximized. For APSC 258, the hovercraft in question will carry a load of
fertilizer over a crop. A hovercraft in this scenario may be more effective than the traditional
tractor and trailer combination. When a tractor drives over crops, there is a high chance it will
run over something in its path. To avoid losing money and profits from lost products in the
crops, innovative thinking leads to a hovercraft. This would increase the farmers overall profits
and depending on the efficiency of the hovercraft, the overall cost operation costs would
decrease as a result. Because of the relatively new and unused technology of hovercrafts, many
studies would have to take place in to implement the new technology. The design of the
hovercraft will have to be broken down into its simplest elements to ensure the most effective
solution. Many of these design aspects have been researched and will be discussed in the
following report. These aspects are broken down as follows; a basic understanding of the
engineering requirements, defining the problem, the design process, the needs and constraints of
the project, specifying and mitigating the problem and breaking down the process into a detailed
design.
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Project Formulation
With the needs, constraints and objectives defined, we can set them to be the standards for our
design. The main objective is to build a hovercraft adhering to the following criteria as close as
possible.
With competition steadily increasing for farmers in global agricultural exports, Okanagan
farmers are in need of a solution to improve their agricultural processes. The farmers
have worked with a consultant who has found and suggested various ways of
composed of numerous processes that can be both time consuming and inefficient. To
assess what processes, require the most improvement, we have broken the entire
agricultural processes down into five smaller components. Some of these systems and
process include:
Planting crops
Watering crops
Harvesting
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Project Formulation
The consultant has decided that improving the fertilizer delivery system is a key aspect
for increased efficiency. The current process of applying fertilizer can be time consuming
and expensive, as it likely requires the farmer to pay labourers to apply the fertilizer
manually. The consultant has suggested that if the fertilizer delivery process can be
improved, farmers from the Okanagan are more likely to stay relevant in competitive global
exports. The proposed solution was to design a hovercraft system that could deliver
fertilizer to the crops. To gauge whether the hovercraft will improve the traditional process,
a series of testbed systems will evaluate the effectiveness of various configurations, scoring
each based on an algorithm that indicated the improvement in efficiency for the farmers.
In order to develop an effective hovercraft system, our group must properly address the
stakeholders needs and constraints so that we can set objectives and design a solution to
accommodate for these needs. To organize needs, constraints, and objectives of this design
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Project Formulation
With the needs and constraints and objectives defined, we can set them to be the standards for
our design. The main objective is to build a hovercraft following these criteria as close as
possible.
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Design Process
The design process is a standard method of ideating, implementing, and testing a design. It aids
in the steps of finalizing an idea and often is a guide used by students during projects. The
process usually consists of nine major steps; recognizing the need, problem definition, project
implementation. During many of these steps, designers will look at the current design and rework
it to become better in some way (lighter, faster, etc.) until the best version of the most practical
solution is found.
Recognizing the need means to improve upon something that is not good enough, this can
be anything from a coffee maker taking too long to make coffee to rockets producing too
much waste and anything in between. The need is the purpose of the idea and often this
step is the hardest for many to complete since many look at objects in everyday life and
assume that it is the best it can be. In our case the need is a way for farmers to deliver a
Once the need is found then essentially the problem is found as well. The problem is how
to fill the need and it provides a goal to work towards in the project. Unlike the need
however, the problem must have objectives and constraints. Using tools such as a quality
function deployment table shown in Figure 1, needs and constraints can be neatly
displayed for easy identification of the correlation between themselves. Objectives must
be unambiguous and quantifiable (having units i.e. dollars, kilograms, etc.) , usually
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Design Process
tables and graphs will be used to depict optimum solutions. Constraints are quantifiable,
limiting agents of the design that help determine a better solution (i.e. design must be less
than one dollar to produce, weigh less than one kilogram, etc.). Our problem is to design
a vehicle that can deliver a payload throughout a field, it must be small, lightweight,
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Design Process
Project planning is essential to any project and doing it correctly can maximize
productivity of groups. Using tools like Microsoft Excel and Microsoft Project, teams can
develop timelines, Gantt Charts, PERT Charts, and more to assist them in distributing
work over periods of time. While there are many methods to do this, Gantt Charts are
usually the easiest and templates for them can easily be found online. These charts simply
show the duration of each task and the order of all tasks and following any line will show
each successor and predecessor of any given task. We have used Microsoft Project to
create a Gantt Chart for the timeline of this project, it can be seen in Figure 2 on the
following page.
This step of the design process requires usage of the internet and/or library to find any
previous attempts or successes of others working toward the same solution. Ideas used
should be new and not reused without proper permission of the original owner. If it is
discovered that a particular solution has already been tried previously, groups should
work to rethink their design to make it even more efficient than before. Before building
the design we had sketched, we tested different arrangements of thrust and lift variations
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Design Process
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Design Process
3.5 Conceptualization
Conceptualization is the step where teams will draw out plans for the solution. This could
be actual drawings of a device, prototyping, basic coding, lists of operations, etc. In this
stage, many different prototypes should be considered while all fitting within constraints.
These prototypes will later be compared and contrasted to determine the best design. This
part of the design process is usually the point where we applied the iterative design
process. After creating this group and attending lectures, the group had all prepared
sketches of potential designs that were carefully considered before finally picking the one
we would create.
3.6 Selection
In the selection stage, each of the prototypes and concepts will be compared against each
other. Using graphs, tables, and other forms of quantifiable measures each design will
show its strengths and weaknesses compared to the rest. It is up to the team to decide
which of the concepts is the best for the problem and one that best fits the constraints. An
example of selection would be to choose the cheaper of two designs if they produce the
same result. To determine which design we would choose, the group compared and
discussed potential benefits for each design and determined that one was better than the
rest.
3.7 Evaluation
After the selection of which design will be used, evaluation of that design will take place.
The design will experience testing and be scrutinised for faults and errors. This is where
iterations of designs would start when the selected one has faults. Iteration can occur as
many times as the developer wants until they are satisfied with the results of the entirety
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Design Process
of the design. As we have not yet built out design we haven’t completed this step yet
however, we plan to make ours the most balanced craft being able to drop precisely while
still being mobile and agile. To make sure we can get the most out of the design, we will
3.8 Communication
After the design is perfected to the point where no more iterations are needed, the design
is shown to the customer or shown to potential buyers of the it. This stage is where the
design will create income for the designer and it will either go to production (mass or
single), marketing, or wherever the buyer would like to use it. Once the final testing is
complete, we will explain our design to the stakeholder, we will then do a demonstration
to show how well it works. Depending on feedback, we might need to change speed,
3.9 Implementation
The final step after many iterations of designs and communication between the buyer and
developer, the design will fulfill its purpose and be used in the field to solve the problem
it was meant to correct. This can be seen as a car finally driving on the road after going
through concept drawings, researching the statistics of the internals of the vehicle,
prototyping, testing for faults and checking safety requirements, reiteration of the design
and testing, mass producing the vehicles, selling them at a dealership and finally driven
by the customer. After meeting the stakeholders requirements, our design will be put to
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Breakdown of Work
When considering the design of a hovercraft, many questions and constraints may arise. These
can each be broken down to specific disciplines of engineering. Each discipline would be trained
to mitigate and avoid major problems that could occur during and/or after the construction of the
hovercraft.
Thinking about the overall structure and stability of the frame, many civil related
properties are in question, such as durability, ductility, and strength. The frame and body
must be designed to withstand the own weight of the hovercraft, plus all the additional
loads it may carry. Considering the use of the hovercraft in the design problem, a large
load of fertilizer could be applied on the frame. While having to withstand this load, the
material would also have to be lightweight to maximize the lift potential. Another piece
of the hovercraft where material properties would have to be taken into consideration is
the hull of the craft. Because of the nature of the vehicle’s travel, there would be a lot of
opportunity to damage the hull. This could occur during flight or during the landing
procedures. The hull would have to be designed with this in consideration to avoid any
One of the largest issues that could impede a successful hovercraft design is the lift and
thrust. A mechanical engineer would have to design the fans with these in mind. Taking
into consideration the weight of the load and craft itself, the engineer would have to
design the optimal number of fans and optimize how much lift they can produce. If the
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Breakdown of Work
lift force is too little, the craft will not operate at a high success rate or may not operate at
all. Yet, if the lift force is too high, other issues could arise. If the craft gets too high off
the ground, the stability may be thrown off and disaster could occur. To mitigate this risk,
many tests and factors will have to be observed. Another major problem that could
potentially occur is in the linkages of the steering system. When a hovercraft is in flight,
drive train malfunction. Even the smallest of unalignments could throw off the trajectory
of the hovercrafts desired direction. To combat this, a mechanical engineer will have to
design the linkages to withstand a large amount of repetitions and be easily replaceable
and aligned. A very similar problem could occur in the dropping mechanism and steering
mechanism. If these systems fail to operate efficiently, money and products could be lost.
Much like the steering system, this problem can be avoided with the right care and
When looking at the project from the perspective of an electrical engineer, the problems
may not be visible. If the hovercraft operates under electric power units, the electrical
engineers job is vital in producing a sound product. The batteries that must be installed
would have to be designed with long workdays in mind. This could be fixed by adding
more, larger, or more efficient batteries. These batteries could also be accompanied by
system, much like that seen in a Tesla. Another problem that could occur is in the control
panel and the onboard computer. This computer would have control in almost everything
on the hovercraft. There would be major risks associated with a computer failure, which
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Breakdown of Work
could all be avoided with the proper planning and design of the system. If the hovercraft
is an unmanned vessel, much like the one in question for design in APSC 258 could be,
then an issue in the controlling/receiving system could arise. The engineers would have to
make, and choose, reliable products to create the relay between the two receivers the
most effective
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Problem Specifications
To complete the hovercraft design clear technical guidelines must be adapted from the needs,
constraints, and objective. Technical requirements allow the design of the hovercraft to be both
more feasible and ensure compliance with the project objectives. The engineering requirements
will apply to the physical design of the hovercraft and will include but is not limited to: key
hovercraft competition will also be included if design adaptation is necessary for compliance.
Engineering requirements control the entire design process putting clear limitations that
prevent the proposed design from exceeding the capabilities of structural, mechanical,
and electrical systems. By using the constraints, objective and needs basic requirements
can be establish allowing for base frame work further requirements can be based off. In
practice, the hovercraft would require small adjustments to compensate for variations in
specific criteria to be met for design to be feasible. Target objectives can interfere with
numerical quantities that must be met. Engineering tool are integral to defining
necessary to define engineering requirements. The use of tools such as Solidworks, FAE,
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Problem Specifications
QFD, feasibility studies allow for designs to be functional in the real world. Laboratory
data and simulations for improving accuracy. Clear requirements promote safety,
reliability, and functionality of design projects allowing of more efficient and consistent
solution
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Design Details
The hovercraft has gone through several iterations of design, with major defining components of
the design decided in a group setting and the more minute details being researched and refined
by individual team members. Whenever possible, our group would bring our individual work
together to reach consensus and approval, and to ensure that all design components would work
in unison. Some of the major design components which required comparatively more analysis
were the payload drop mechanism, the undercarriage and skirting system, and the steering
system.
Early in the design phase, it was determined that lift was a primary design goal. To
maximize lift, a flexible sheathing will be built onto a wooden skeleton attached to the
underside of the hovercraft body. Enveloping this skeleton and sheathing structure will be
a similarly flexible skirting, extending from the body of the hovercraft to about 2 inches
underneath the undercarriage. This design will trap the air introduced by the fans,
increasing the maximum pressure underneath the craft. Additionally, the air that escapes
from the skirting will be directed underneath the craft again, increasing the length of time
that it remains within the high-pressure area. In theory, this comparatively rudimentary
system of capturing and redirecting air within the skirting and underneath the craft
mimics the undercarriage design of several variants of modern hovercraft employed for
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Design Details
The skeleton structure will be constructed from slats and square rod sections of balsa
wood, with sufficient truss supports to prevent deformation under added load. The
material of the sheathing element for the skeleton and skirting will both be created from a
thin polymer material, which is flexible, has a low coefficient of friction, and resists
tearing. An important parameter of the undercarriage system is the height of the skeleton
structure, which determines the height of the lift fans. As seen below in the attached
Figure 3, the lift output of each fan varies significantly based on the height of the fan off
the ground and the radial distance the measurement was taken from the centre of the fan.
Although suffering at measurements at the centre of the fan, the graph shows that the
most lift is generated when the fan is at 0mm, or against the ground. Therefore, the height
of the skeleton created for the undercarriage will need to be minimized as much as
possible.
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Design Details
The design of our payload drop system is motivated by simplicity of parts and reliability
of design. Furthermore, the incorporation of a hopper that holds the payload items allows
for a possible expansion of the number of payloads that could be carried and distributed.
The base of the drop system will be two disks, each with a hole on its perimeter slightly
larger than the size of the payload. The bottom disk will be stationary, and the top disk
will rotate about its axis via a controlled motor. The hopper will sit atop the top disk,
located at the position of the holes. The payloads will be stacked into the hopper, first
falling into the hole in the rotating disk but still supported by the fixed disk. Once
positioned at the drop point, the top disk will be further rotated until the holes in both
disks are aligned, and the payload drops out and away from the hovercraft. Although
reliable and simple, a disadvantage of this design is the inability to "aim" where the
payload drops beyond steering the entire hovercraft into the appropriate position. Another
maneuverability of our craft. The second disadvantage was addressed by adding a hula
skirt inspired module to the outlet of the droppers shaft to slow down the payloads
vertical velocity.
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Design Details
The steering system of our hovercraft was determined in several steps. Foremost, only
one fan is to be used for steering, delegating the other three fans to lift. This was
determined by the logic that maximizing lift to minimize friction between the craft and
the floor would result in a higher speed than if a second fan were used for thrust. This
early design idea became further supported during Lab #3 on thrust, which demonstrated
that as the craft began moving faster, the useful output of the fan decreased. If two fans
were to be used for thrust, the initial improvement in thrust would decay until not
significantly greater than a single fan. Two primary methods of attaining rotation of the
craft for steering were discussed. A stationary fan placed in front of rotating rudders
would be robust but would introduce unnecessary drag and therefore reduce thrust. Our
group decided on a design in which the entire fan rotated within a housing mounted on
the aft of the hovercraft. This design will maximize the thrust from the single fan by
removing any obstructions of the airflow. However, special care will be needed to ensure
that the housing of the fan and motor control system is durable enough to perform
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Design Details
The first steps that were taken in the design of the hovercraft were to determine our thrust and
hull pressurisation capabilities using physical labs and data collection. We then took the
information we learned and determined the optimal number of thrust and lift fans that we would
use. This data collection and analysis required us to use various physical measurement devices
such as pressure testers and air flow meters. This then led us to our next step of preliminary
Using Solidworks and the information that we extrapolated from the preliminary labs we
came up with a design for the base of our hovercraft. We also began designing our
forward propulsion and steering system with the Solidworks program. Within this
program we can assemble the entire hovercraft before any physical components are
created. It also allows us to visualise the design to ensure that our final design will both
be functional and well thought out in the placement of every component and the space
that each will take up. Once we have completed the visualisation of the design in
Solidworks we will move on to the building phase of the craft. During the build phase
we will use various hand and power tools to create the design that we have mocked up in
Solidworks. If we have completed the first two portions of the design phase correctly the
build phase should be simple as we will only need to move our designs from a virtual
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Design Details
After we have completed the build phase we will move on to the testing phase in which
we use physical measurement devices to work out any possible design flaws and ensure
that the product that we build will hold up to the customers wants and needs. We will also
work out any coding flaws that may arise as we will have been unable to test all our
componentry in its final places and orientations until this stage. This stage will most
likely take the longest amount of time as it is common to find many small design flaws
that may have been missed and will need to be fixed before the competition and product
release. We will use problem solving skills that we have obtained from our class and
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Conclusion
8.0 Conclusion
For students to complete a project effectively and efficiently, they must work together, plan for
absences and errors in design, and overcome disagreements within the group. There are many
tools to aid students in preparation and planning of projects such as using Gantt Charts, PERT
Charts, timelines, and agendas. There are also tools such as a Quality Function Deployment
diagram, an aid in preliminary project design, which illustrates the relationship between internal
and external components relevant to the project. This project requires multiple disciplines of
engineering to work together. While civil, mechanical, and electrical students may have different
perspectives they need each other to complete the project which requires knowledge of fluid
dynamics for thrust and lift, knowledge of circuitry and programming to control and maintain the
craft while in use, and knowledge of structural integrity and how to use supports properly to
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Conclusion
9.0 References
-Yun, L. Bliault, A. (2000). Theory and Design of Air Cushion Craft. London, England:
Arnold.
-Crawford, B. (2018). Laboratory 2: HOVERCRAFT PROJECT- Fluid Mechanics Lab.
Pressure Map Under a Hovercraft Hull (Experiment). Kelowna, British Columbia:
School of Engineering, University of British Columbia Okanagan.
- Crawford, B. (2018). Laboratory 3: HOVERCRAFT PROJECT- Fluid Mechanics Lab.
FAN and PROPELLER PERFORMANCE (Experiment). Kelowna, British Columbia:
School of Engineering, University of British Columbia Okanagan.
-Crawford, B. (2018). APSC 258 2018 05- Hovercraft Design. [Power Point Slides].
Retrieved from
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