Choose the simplest lift that solves the game. Complexity kills reliability. Every linkage you add is one more thing to break at competition.
| Lift Type | Complexity | Orientation | Height Potential | Best Use |
|---|---|---|---|---|
| Direct Arm (pivot) | ★☆☆☆ | Rotates with arm | Low–Medium | Simple scoring at one height; claws and dumpers |
| Four-Bar | ★★☆☆ | Fixed (parallel) | Medium | Scoring at consistent angle; ball launchers; plate dumps |
| Six-Bar | ★★★☆ | Fixed (parallel) | Medium–High | More reach than a four-bar with the same footprint |
| DR4B (Double Reverse Four-Bar) | ★★★★ | Fixed throughout | Very High | Stacking, high goal scoring; when vertical height is critical |
A direct arm rotates around a single fixed pivot. Motors drive the pivot directly or through a gear reduction. The end of the arm travels an arc — which means the end effector (claw, intake, cup) also rotates as the arm rises. This is fine for dumping or launching, but not for placing a piece at a precise angle.
Torque requirement increases with arm length and load. A long arm with a heavy game piece at the end requires significant gear reduction. Starting point: calculate the torque at the pivot (weight × distance from pivot) and compare to your motor’s stall torque at your chosen reduction. Always include a 30–40% safety margin — motors should not stall under normal load.
Use position presets driven by encoder counts rather than timing. Timing-based arm moves drift as batteries discharge. Encoder-based presets are repeatable across a match. Set presets for: floor pickup, carry position, scoring height, and safe travel height. See the Full Competition Code guide for implementation.
A four-bar has exactly four rigid links connected at four pivot points: the robot chassis (ground link), the driven arm, the output link (carries the end effector), and a coupler connecting them. When the driven arm rotates, the output link maintains its angle relative to ground — meaning whatever is attached to it stays level. This is called a parallel four-bar when the two side links are equal length and parallel.
A six-bar is a four-bar with a second stage added — the output link of the first four-bar becomes the ground link of a second. This gives more reach (higher scoring height) at the cost of more pivot points, more slop, and more weight. Use a six-bar only if a four-bar cannot reach the required height.
The DR4B stacks two four-bar stages in opposite directions. The bottom stage lifts up; the second stage — which is reversed — lifts further while keeping the end effector absolutely level at all heights. This is the mechanism used in nearly every high-stack VRC game because no other configuration reaches the same height with the same end-effector stability at competitive weight.