Base Mission
1 point Live judgedA robot enters the zone adjacent to the left starting box and comes to a clear and complete stop while .
Introductory · EV3 Coding Project 4
Off the block and onto the field. This is the first project that scores points.
Student PIN:
You are about to score real points. Before you write a single line of code, find out exactly what the judge is looking for.
Mission 1
A robot enters the zone adjacent to the left starting box and comes to a clear and complete stop while .
The same robot that completed the Base Mission subsequently returns a starting box and comes to a clear and complete stop.
Mission 10 — Waypoint Bravo is the same mission on the other side: the zone next to the right starting box. Everything you learn here works for both.
⚠ They Do Not Share a Return Trip
Mission 1 and Mission 10 must be completed independently. One drive back into a starting box cannot pay for both bonuses. Each one needs its own out-and-back run.
The Judge Has to See It
If a judge cannot clearly tell that your robot stopped, the mission does not score — even if you know it stopped. A stop that is too short to see is worth zero.
Moving an arm or claw while the robot stays in place is still stopped. What matters is that its position on the field is not changing.
Do not program yet. Put your robot in the starting box, then push it by hand through the whole mission — out to the zone, stop, back into the box.
Now measure and write down what you just did.
| Measurement | Mine | Unit |
|---|---|---|
| Distance from the starting box to the middle of the zone | inches | |
| How far the zone reaches, front to back | inches | |
| How wide my robot is | inches | |
| How long my robot is | inches |
Look at the zone depth and your robot’s length. How much room for error do you actually have?
In the EV3 Classroom app you do not drive each wheel on its own. A movement block drives both wheels together as one matched pair — the brick keeps the two motors in step for you.
Every driving program in this project starts the same way: a hat block that starts the program, one block that tells the brick which two motors are the wheels, and one that sets how fast they go.
The colors match the EV3 Classroom app, so you can find each block by its color: yellow = Events, pink = Movement, orange = Control.
One block does the driving. It has three parts, and you will use all three today:
Your Tape Measure Speaks Inches. Your Robot Speaks Rotations.
The brick does not know what an inch is — it only knows how many times its wheels have turned. So you need one magic number: how far your robot rolls in one rotation.
Find it once: put a piece of tape on a wheel, roll the robot by hand until the tape comes all the way around, and measure the distance with your tape measure. Write it here:
From now on: rotations = distance in inches ÷ that number. Need to go 24 inches, and one rotation is about 7? That is 24 ÷ 7 ≈ 3.5 rotations. Decimals are fine — the brick is happy to turn a wheel half way.
Steering 0 should mean perfectly straight. Here is the part nobody warns you about: on a real robot, it usually almost does — but not quite. The brick keeps the motors matched, but it cannot fix things that are not motors:
The Fix Is in the Number
You cannot make the robot perfect. You can give the steering dial a small number that cancels the drift.
If your robot drifts left, nudge the steering a little positive — steer it back toward the right.
If it drifts right, nudge it a little negative.
Change the steering by 1 or 2 at a time. Big jumps and you end up chasing it.
It Will Drift Again Later
The steering number that works on a cold robot may not work after twenty runs — motors change as they warm up, and a battery that is running low changes things too. Expect to re-check this on competition day.
A positive distance drives forward. Put a minus in front of the distance and the robot backs up along the same path.
Watch Out
The minus sign goes on the distance — never on the steering. If your straight-driving fix was steering 2, then the trip home is steering 2 with distance -24. The robot retraces the same gentle curve in reverse. Students often flip the steering sign for the return trip and then wonder why the robot curves away from the box on the way home.
Every out-and-back run has the same five moves. Write it as before you build it from blocks.
| Code / part | What it means |
|---|---|
| 1. Drive forward | Out of the starting box, toward the zone. |
| 2. Stop | Not a slow-down. A stop. |
| 3. Wait | Long enough for the judge to see it. Base mission scored here. |
| 4. Drive backward | Back toward the starting box. |
| 5. Stop | the box. Bonus scored here. |
Five moves — but only three blocks. A move for block does its own stopping when it finishes. What it does not do is wait around afterward. That is the wait block’s job.
Why does step 3 exist? What happens to your score without it?
Blocks snap into one stack, and the robot runs them from the top down. Here is the whole mission:
Your numbers will not be 3.5 — they will come from your field measurements and your inches-per-rotation. That is what the next phase is for.
Your robot must start in the same spot every single run, or nothing you measure means anything. Put it in the starting box and decide exactly how you will place it — against a wall, on a mark, lined up with a corner.
Describe how you place your robot so it starts identically every time:
New project called Waypoint, with your names in the project name — that is your . Drive forward and stop — that is all for now.
Start from your tape measure: turn your measured distance into rotations (inches ÷ your inches-per-rotation) and put that into the move block. Run it. Watch where the robot really stops. Short? Add a little. Past the zone? Take a little away. A quarter rotation is a good-sized nudge.
| Try | Rotations in the move block | Where the robot ended up |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 |
Movement blocks keep the wheels matched, so your robot drifts less than most — but less is not never. Watch which way your robot pulls as it drives out. Then nudge the steering number — 1 or 2 at a time, no more.
| Try | Steering value | Which way did it drift? |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 |
My final straight-driving steering value is:
| Steering value |
|---|
Your move block stops the robot on its own — but it does not make it sit there. Add a wait block after it so the robot holds still in the zone. The mission says stop — the judge needs to see it.
Test it on a person. Have a teammate watch a run and ask them, without warning, whether the robot stopped. If they hesitate, it is not long enough.
Now add the return trip: one more move block, with a minus sign on the rotations. Keep the same steering number — the minus goes on the rotations, never on the steering.
The robot must end FULLY WITHIN the starting box. Not the line. Not hanging over the edge. Every part inside.
Did you have to make the backward rotations different from the forward rotations? Why might that happen?
One good run is luck. Five good runs is a program. Run the whole mission five times without changing anything and record what happens.
| Run | Stopped in the zone? | Returned fully within? | Points |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 |
Did all five runs come out the same? If not, what changed between them?
Copy your program into a new project called Waypoint Bravo and run Mission 10 from the right starting box.
Remember the rule: each mission needs its own out-and-back. You cannot score both bonuses with one trip home.
Did the same numbers work on the other side, or did you have to change them? Why do you think that is?
| Mission part | Scored? | Points |
|---|---|---|
| Mission 1 — Base (stop IN THE ZONE) | 1 | |
| Mission 1 — Bonus (return FULLY WITHIN) | 1 | |
| Mission 10 — Base (stop IN THE ZONE) | 1 | |
| Mission 10 — Bonus (return FULLY WITHIN) | 1 | |
| My total | 4 |
Keep these. Project 5 starts from your straight-driving steering value.
| Setting | Value |
|---|---|
| Steering value for driving straight | |
| Movement speed (%) | |
| Rotations out to the zone | |
| Rotations back to the box | |
| How long the robot holds still (seconds) |
Your robot scored, but nothing in your program knows where the robot actually is on the field. It only knows how far to spin its wheels — and wheels can slip. What could go wrong on competition day that would make your distances wrong?
A teammate’s robot stops just past the zone line every time. Name two different things they could change, and say which one you would try first.
Which was harder — getting the robot to the right place, or getting it to do the same thing five times? What does that tell you?
In Project 5 — Learning to Turn, the robot stops going in straight lines. You will crank the steering dial past a gentle nudge — all the way to a one-wheel turn and a spin in place — and learn the three shapes a turn can have.
Download saves a local copy of your answers. It does not turn in your work automatically; give the downloaded file to your teacher.
KIPR · Botball Explorer — Introductory Projects · © KISS Institute for Practical Robotics 1997–2026