Catapults, slingshots, and linear punchers. The difference from flywheels: elastic energy instead of rotational energy. Simpler, more powerful per motor — but timing and friction are everything.
| Feature | Flywheel Shooter | Launcher (Catapult/Puncher) |
|---|---|---|
| Energy source | Rotational kinetic energy in spinning mass | Elastic potential energy in rubber bands or springs |
| Motor role | Motor keeps flywheel spinning — continuous power | Motor loads the elastic — power only during reset |
| Cycle time | Depends on spin-up and feed rate; can be very fast | Fixed by reset time; typically slower per shot |
| Power per motor | Moderate — limited by flywheel inertia | High — all elastic energy releases at once |
| Tuning complexity | RPM, compression, hood angle | Elastic count/type, hard stop position, release timing |
| Best for | High fire rate, consistent velocity-controlled shots | High-power single shots; large or heavy game pieces |
The slip gear drives a rack, arm, or linkage connected to the launcher while its teeth are engaged. The drive motor compresses the elastic during this phase. When the gear reaches the toothless section, it slips past the driven gear — instantly releasing the elastic, which drives the launch arm forward faster than any motor could directly.
Every variation in how the elastic is loaded produces a variation in shot power. Use hard stops to define the fully-loaded position mechanically — do not rely on motor current or timing to determine when “fully loaded” means. The hard stop makes loading deterministic.
After launch, the motor must pull the arm back to the loaded position against gravity and the elastic. This is the limiting factor on fire rate. Reduce reset time by: