Conveyor Types

Once the intake grabs a game piece, it needs to get from the intake to the scoring mechanism (shooter, gripper, placer). The path between those two points is the conveyor or indexer. The conveyor's job is to move game pieces through the robot reliably, in the right order, at the right speed, and to deliver them to the scoring mechanism in a consistent position and orientation every time.

A bad conveyor is one of the most common reasons an otherwise good robot has inconsistent scoring. The intake works, the shooter works, but game pieces get stuck or arrive at the shooter at different angles, and shots go everywhere.

Conveyor types

Multiple strands of round elastic cord (polycord) running in parallel between two shafts. The game piece rides on top of the polycord strands (horizontal conveyor) or is squeezed between polycord and a wall (vertical conveyor).

How it works: Two hex shafts with grooved hubs at each end. Polycord loops stretch between matching grooves on the two shafts. One shaft is powered by a motor, the other spins freely. The polycord strands move like a conveyor belt, carrying the game piece along.

Key details:

  • Space the polycord strands so the game piece rides on top of them without falling through the gaps

  • The gaps between strands let debris fall through rather than accumulating

  • Polycord provides moderate grip. For more grip, add more strands or use thicker cord

  • Tension each strand consistently. Uneven tension causes the game piece to track to one side.

  • Common cord diameters: 3/16" and 1/4"

Best for: Moving multiple game pieces in sequence (ball games with hoppers), horizontal or slightly angled transport paths. Very common in shooter-based robots where the conveyor feeds balls from a hopper to the shooter.

FRC examples: 254's 2017 hopper conveyor, many 2022 and 2026 ball transport systems

Choosing the right conveyor

Factor
Polycord
Roller
Flat belt
Wheel series
Gravity

Grip

Medium

Medium to high

Medium

High (compliant wheels)

N/A

Piece support

Gaps between strands

Solid per roller, gaps between

Continuous

Per wheel, gaps between

Continuous (chute surface)

Complexity

Low

Moderate

Moderate

Low to moderate

Very low

Weight

Light

Moderate

Moderate

Light

Lightest

Direction

Horizontal, slight angle

Horizontal, slight angle

Any (including vertical)

Any (including vertical)

Downward only

Best for

Ball hoppers, multi-piece transport

Heavy pieces, orientation control

Vertical lifts, continuous support

Compact feeder channels

Simple paths, rigid round pieces

Indexing

Indexing means controlling when and where game pieces move through the conveyor. Without indexing, pieces pile up, feed into the shooter at random times, and cause jams. With indexing, you control the flow: one piece at a time, delivered exactly when the scoring mechanism is ready.

How to index:

  • Place a beam break sensor at the position where you want the game piece to wait (usually just before the scoring mechanism)

  • The conveyor runs until the beam break detects a piece at the holding position, then stops

  • When the scoring mechanism is ready (flywheel at target RPM, arm in position), the conveyor feeds the piece forward

  • A second beam break at the exit confirms the piece has left

Single piece indexing is the simplest case: the conveyor holds one piece at the ready position and feeds it when commanded. This is appropriate when the robot only holds one game piece at a time.

Multi-piece indexing (serialization) is needed when the robot holds multiple pieces (like a hopper of balls). The conveyor feeds pieces one at a time from the hopper to the shooter, with sensor gating controlling the spacing so pieces don't bunch up and double-feed.

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Sensor-gated feeding is the single biggest improvement you can make to scoring consistency. Even if the conveyor and shooter are well-built, feeding a game piece into a shooter that hasn't recovered RPM from the last shot, or feeding two pieces at once, ruins accuracy. Gate every feed with a sensor.

The game piece path

Design the entire path from intake to scoring mechanism as one continuous system, not as separate mechanisms bolted together.

1

Map the path in the layout sketch

Draw the game piece at every stage: on the ground, entering the intake, clearing the bumper, entering the conveyor, traveling through the conveyor, arriving at the holding position, and entering the scoring mechanism. This is one continuous line through the robot.

2

Eliminate dead spots

A dead spot is anywhere the game piece loses contact with a powered surface or gets stuck in a transition. These happen where the intake hands off to the conveyor, where the conveyor changes direction, or where the conveyor feeds into the shooter. Every transition should have continuous powered contact.

3

Match speeds at handoffs

Where one powered surface hands off to the next (intake rollers to conveyor, conveyor to shooter feed), the surface speeds should be close. If the intake runs at 2x the conveyor speed, the game piece slams into the slower conveyor and jams. If the conveyor runs faster than the shooter feed, pieces pile up at the transition.

4

Add sensors at key positions

At minimum: one sensor at the holding position (before the scorer) to gate feeding. Better: an additional sensor near the intake to detect when a piece has been acquired. Best: sensors at every holding position along the path for full software control of piece flow.

Common issues

Issue
Cause
Fix

Game pieces jam at transitions

Speed mismatch between adjacent conveyors, dead spot where no surface contacts the piece, or geometry forces the piece to change direction too sharply

Match surface speeds at every handoff. Ensure continuous contact through transitions. Smooth out sharp corners with polycarbonate guides.

Pieces arrive at scorer in wrong orientation

The conveyor path doesn't constrain the piece's rotation, or a transition allows the piece to spin

Add guide walls that prevent rotation. Narrow the conveyor channel to match the piece's intended orientation.

Double feeding

No sensor gating, or sensor positioned wrong so it doesn't detect closely spaced pieces

Add a beam break at the holding position. Verify the sensor detects the trailing edge of one piece before allowing the next to feed.

Pieces fall out of the robot

Open gaps in the conveyor path, or the piece bounces at a transition

Close up gaps with polycarb panels. Add guards at transitions where pieces might bounce.

Conveyor is too slow

Motor undergeared, polycord slipping on the hub, or too much friction in the path

Check motor and gearing (conveyors are low-torque, high-speed applications). Verify polycord tension. Reduce friction with smoother guide surfaces.

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