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Weapon energy & gyro effects

A kinetic weapon is a flywheel. Its effectiveness comes from the energy stored in that flywheel and how fast it can be delivered through a small contact patch.

KE = ½ · I · ω²
  • I — moment of inertia of the weapon about its spin axis (kg·m²).
  • ω — angular velocity (rad/s) = 2π · rpm / 60.

Because energy scales with ω², rpm matters more than mass. A light bar spun fast can out-hit a heavy drum spun slow.1

Shape I about spin axis
Thin bar, length L, mass m, centered m·L² / 12
Solid disc, radius R, mass m ½·m·R²
Ring / shell, radius R, mass m m·R²
Two masses m at radius r (asymmetric bar) 2·m·r²

Mass concentrated at the tips (bar, ring shell) stores more energy per gram than a solid disc, at the cost of a less rigid structure.1

v_tip = ω · R

A common design target is a tip speed around 250 mph (~110 m/s), and competitive beetleweights rarely design past 300 mph (~135 m/s). Higher tip speed raises per-hit energy but also stress on the weapon shaft and bearings, gyro effects, and — by reducing bite — the fraction of that energy that actually transfers. Many drivers deliberately run below full speed for most of a match because consistent bite beats raw power.2 Check tip speed with the Bristol Bot Builders or Ember calculator.

t_spinup ≈ I · ω_target / τ_motor_avg

The motor’s average accelerating torque τ_motor_avg falls as the weapon approaches free speed. Practically:

  • A beetle bar/disc reaching full speed in 1.5–4 s is normal.
  • Too much I for the motor → slow spin-up, weapon never recovers between hits.
  • Too little I → fast spin-up but low stored energy; the weapon bounces off.

Match I to the weapon motor so spin-up is fast enough to re-arm between exchanges.

A spinning weapon is a gyroscope. When the robot yaws (turns), the weapon’s angular momentum L = I·ω produces a torque at right angles:

τ_precession = L × ω_yaw

Effects on a horizontal spinner (vertical weapon axis): turning the robot makes it tip / lift a corner. Effects on a vertical spinner (horizontal weapon axis): turning makes the nose pitch up or down.1 Consequences:

  • Fast, high-I weapons make the robot “walk” or hop when driving.
  • Mitigations: lower I, lower rpm, 4WD for a wider stability base, a heavier chassis, or accepting it and driving around it.
  • A vertical disc’s gyro can help self-righting and keeps the front down.

Delivered energy goes into denting armor, breaking fasteners, and — usefully — throwing the opponent (and often yourself). Newton’s third law: a big hit accelerates both robots. Structure both to survive your own weapon’s reaction.

  1. Meggiolaro, M. A. RioBotz Combat Robot Tutorial, v2.0, PUC-Rio, 2009 (CC BY-NC-ND) — spinner kinetic energy, moment-of-inertia formulas, spin-up, and gyroscopic effects. ↩ ↩2 ↩3

  2. Ping, L., with L. Skotiniotis, I. Talbert & D. Tran. Beetleweights for Dummies (Fall 2025 revision) — builder-maintained beginner guide distributed via the NHRL Discord. Section: Spinning Weapon Design → Maximizing Bite. ↩