⬆️ Hardware · Mechanisms · Lift Systems

Lift Systems
Guide

Choose the simplest lift that solves the game. Complexity kills reliability. Every linkage you add is one more thing to break at competition.

1
Overview
2
Direct Arm
3
Four-Bar
4
Six-Bar & DR4B
5
Reliability
6
Test
// Section 01
Choosing the Right Lift
Before you build anything, answer three questions: How high does the piece need to go? Does the end effector need to stay level throughout the motion? How many motors can you afford?
🎯 Rule of Thumb
Use the simplest lift that reaches the scoring height. A direct arm beats a four-bar if it can reach. A four-bar beats a DR4B if fixed orientation isn’t critical. Every additional linkage adds weight, slop, and failure modes. Start simple and add complexity only when geometry forces you to.
Lift TypeComplexityOrientationHeight PotentialBest Use
Direct Arm (pivot)★☆☆☆Rotates with armLow–MediumSimple scoring at one height; claws and dumpers
Four-Bar★★☆☆Fixed (parallel)MediumScoring at consistent angle; ball launchers; plate dumps
Six-Bar★★★☆Fixed (parallel)Medium–HighMore reach than a four-bar with the same footprint
DR4B (Double Reverse Four-Bar)★★★★Fixed throughoutVery HighStacking, high goal scoring; when vertical height is critical
// Section 02
Direct Arm / Pivot Arm
The simplest lift. One pivot point, one or two motors, an arm that swings. If the game lets you get away with it, this is the right choice.

How It Works

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.

When to Use It

Gear Ratio for Arm Motors

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.

Arm Presets in Code

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.

⚠️ Stop Building If…
×
Arm flex under load
Arm bends when carrying a piece. Add a brace or use a stiffer beam cross-section.
×
Motor overheating on hold
Arm is too heavy or ratio too low. Add a counterweight or increase reduction.
×
Pivot shaft walking
Shaft moves axially under load. Add a collar on each side of the pivot bearing.
// Section 03
Four-Bar Linkage
A four-bar keeps the end effector at a fixed orientation throughout the lift motion. This is the most common lift in competitive VRC because it solves the “keep the piece level” problem without stacking complexity.

How It Works

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.

Key Design Rules

Six-Bar Preview

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.

// Section 04
Six-Bar & DR4B
These are high-lift configurations for games that require scoring significantly above the robot’s starting height. Both keep the end effector level, but the DR4B is the standard for vertical stacking games.

Double Reverse Four-Bar (DR4B)

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.

DR4B Design Notes

💡
Fixed-orientation without a linkage: passive wrist. For games where only one or two scoring heights matter, a passive wrist (gravity-held level by a counterweight) can eliminate a full linkage stage. Simpler, lighter, and less likely to fail — worth considering before committing to a DR4B.
// Section 05
Reliability & Maintenance
A lift that works at 8:00 AM must also work at 3:00 PM. These are the failure modes that only appear after repeated cycles — which is when they matter most.

High-Cycle Failure Points

Pre-Match Lift Check

// Section 06
Testing Checklist & Notebook Evidence
Lifts fail under match conditions that never appear during casual testing. Run these tests before calling the lift competition-ready.
🔬 Lift Testing Checklist
20 consecutive full cycles (floor to max height and back)
Record: cycle time, any binding, any missed presets
Hold test: hold max height for 30 seconds under load
Check motor temperature afterward. Should be warm but not hot.
Preset accuracy: 10 repeats at each target height
All presets must land within 1° of target angle consistently
All pivot joints checked for play
Zero perceptible slop in any of the four (or eight) pivots
Elastic assist force verified and documented
Count rubber bands, note attachment points — reproducible after replacement
Robot size check with lift in starting position
Lift folded must fit within legal size limit

Notebook Evidence

Related Guides
🎯 Flywheel Shooters → 🎰 Intake Design → 🚫 Stall Detection →
← ALL GUIDES