Alternative Launchers

Flywheel shooters are the default for most ball-launching games, but they're not the only option. Catapults, punchers, and other stored-energy launchers offer different tradeoffs and are sometimes a better fit depending on the game piece, the goal geometry, and the team's priorities.

When to consider an alternative to a flywheel

Flywheels are great at high fire rate, adjustable range through RPM control, and consistency over many shots. But they struggle with:

  • Very heavy or rigid game pieces that don't compress well against a spinning wheel

  • Games where you only need one shot distance and absolute repeatability matters more than adjustability

  • Packaging constraints where a flywheel and hood don't fit

  • Situations where the game piece shape doesn't interact well with a spinning wheel (odd shapes, large objects)

If any of those apply, the mechanisms below are worth evaluating.

Launcher types

An arm on a pivot, loaded by springs or elastic, that swings forward and launches the game piece from a cradle at the end of the arm. A motor winds the arm back against the spring tension, a latch holds it, and the latch releases to fire.

How it works: The motor (through a high-reduction gearbox) pulls the arm back, stretching the springs or elastic. This stores energy. When the latch releases, the spring snaps the arm forward and the game piece flies out of the cradle. The release angle, spring force, and arm length determine the shot distance.

Energy storage options:

Source
Notes

Surgical tubing

Cheap, easy to adjust by adding or removing loops. Force varies as tubing stretches, so shot distance can shift as tubing fatigues. Replace regularly.

Torsion springs

More consistent force curve than tubing. Harder to adjust.

Gas springs

Very consistent, high force in a compact package. Not adjustable without swapping the spring.

Motor direct drive

No springs at all. A powerful motor with a high gear ratio accelerates the arm directly. Simpler mechanically but requires a lot of torque and precise motor control.

Advantages:

  • Very repeatable if the spring force and release angle are consistent

  • Handles heavy or odd-shaped game pieces well (the cradle just holds whatever you put in it)

  • Mechanically straightforward concept

Disadvantages:

  • Slow fire rate (arm has to wind back after every shot)

  • Less adjustable than a flywheel (changing distance means changing spring tension, arm angle, or release point)

  • Spring fatigue changes shot distance over time if not monitored

  • Requires a robust latch mechanism that won't release accidentally under preload

FRC examples: 118's 2014 catapult, various 2016 Stronghold launchers, 2468's pneumatic catapult

Comparison to flywheel

Factor
Flywheel
Catapult / Puncher
Choo-choo

Fire rate

Fast (limited by RPM recovery)

Slow (wind, latch, fire, repeat)

Medium (fires every rotation)

Range adjustability

Excellent (change RPM in software)

Limited (change spring tension or release angle)

Limited (change motor speed or geometry)

Consistency

Good with PID control

Very good if springs are fresh

Good if linkage is well-tuned

Game piece flexibility

Best for balls and soft objects

Handles anything that fits in a cradle

Same as catapult

Complexity

Moderate (motor, flywheel, hood, PID)

Moderate (motor, gearbox, springs, latch)

Moderate (motor, cam, linkage)

Software effort

Higher (PID tuning, RPM tables)

Lower (just latch release timing)

Lowest (motor on, mechanism cycles)

Latch design (for catapults and punchers)

The latch is the part that holds the arm or carriage in the loaded position and releases it to fire. It's also the part most likely to fail, because it's holding the full spring preload and needs to release cleanly every time.

What makes a good latch:

  • Holds securely under full spring preload with no possibility of accidental release

  • Releases quickly and cleanly (a slow release absorbs energy and weakens the shot)

  • Can be actuated by a small motor or servo (the latch itself shouldn't need a lot of force to open if designed correctly)

  • Includes a physical hard stop so the arm can't over-travel past its loaded position

Common latch approaches:

  • A servo-actuated pin or dog that engages a notch in the arm. Servo retracts the pin to release.

  • A cam or eccentric that holds the arm by geometry. A small rotation of the cam releases the arm.

  • A motor-driven ratchet where the motor winds the arm and the ratchet holds it. Release the ratchet to fire.

circle-exclamation

Energy storage and fatigue

Springs and elastic lose force over time and with repeated use. This means your shot distance will change throughout a competition day as the elastic fatigues.

  • Surgical tubing: Replace between events, or even between matches if you notice shot distance decreasing. Keep spare tubing pre-cut in the pit.

  • Torsion springs and gas springs: More consistent over time than tubing, but still check them periodically.

  • Motor direct drive catapults avoid this problem entirely because there's no elastic to fatigue. The tradeoff is needing a powerful motor and gearbox to accelerate the arm.

Past game examples

chevron-right2014 Aerial Assist (large exercise ball)hashtag

The game piece was a large, heavy exercise ball that didn't interact well with flywheels because of its size and weight. Catapults were extremely common and effective. 118 Robonauts ran one of the most well-known catapult designs from this game.

chevron-right2016 Stronghold (boulders)hashtag

Boulders were heavy foam balls. Both flywheel shooters and catapults were viable. Some teams used puncher-style mechanisms. The weight of the game piece made catapults competitive with flywheels because the energy storage in springs matched the launch energy needed.

chevron-right2021/2022 (lighter inflated balls)hashtag

These games used lighter inflated balls where flywheels dominated. Catapults were rare in the competitive meta because flywheels offered better fire rate and range adjustability. However, some teams successfully used catapults for consistent short-range shots when simplicity was the priority.

Last updated

Was this helpful?