🎰 Hardware · Mechanisms · Intake Design

Intake Design
for V5RC

Rollers, top-down intakes, and conveyors built to collect cleanly, hand off smoothly, and avoid jams. Your intake is the first thing that touches the game piece — get it right.

// Section 01
What an Intake Does
The intake is the mechanism that picks up game pieces from the field and moves them into the robot. Every other scoring system downstream depends on the intake working consistently.
Roller intake diagram top-down view top-down view top roller ↺ (flex wheels) bottom roller ↻ (flex wheels) piece game piece enters compression gap = critical to tuning game piece exits toward storage

An intake must do three things: collect a game piece reliably from the floor or a stack, control it without losing it mid-motion, and hand off it to the next stage (scorer, conveyor, or shooter) without jamming. If any one of those fails, your cycle time falls apart.

🎯 Rule of Thumb
Design for the worst-case game piece, not the ideal one. Game pieces are never perfectly oriented. Rings tilt, cubes stack unevenly, balls bounce. Your intake should grab the messiest piece it will see in match conditions — not just the perfect one you tested with on a clean floor.

The Three Jobs of an Intake

  • Collection: Reaching out to make contact with the game piece and pulling it into the robot. This requires enough roller surface area, correct geometry relative to the piece, and motor speed matched to the approach angle.
  • Control: Holding the game piece securely while the robot moves, turns, or accelerates. A piece that rattles loose between collection and scoring costs you the cycle.
  • Handoff: Transferring the piece cleanly to whatever comes next — a conveyor, a flywheel hood, a lift channel. The transition point is where most jams happen.
💡
Intake speed vs drive speed: Your intake surface speed should generally be faster than your drive speed. If the rollers spin at the same speed the robot is driving forward, the intake is adding nothing — the game piece just rolls under it. A good starting point is intake surface speed 1.5–2× faster than drive speed at the contact point.
// Section 02
Intake Types
Three main configurations. Each has a different contact geometry and works best with different game pieces and robot layouts.
🖼️
[Image Placeholder: Intake type comparison — roller vs top-down vs conveyor, each with a real robot photo placeholder]
TypeHow It WorksBest ForWatch Out For
Side Roller Two rollers on the left and right squeeze the game piece from the sides and pull it in Round or oval game pieces (balls, rings); robots that need to intake while driving Piece must be centered; if misaligned, one roller does all the work and it jams or spins the piece sideways
Top-Down Roller One or more rollers above the piece press down and drag it backward under the robot Discs, flat pieces, anything with a predictable top surface; works well with a ramp underneath Compression must be tuned precisely — too light and it slips, too heavy and it stalls; needs a consistent floor surface
Conveyor / Intake Handoff Rollers or belts pull the piece onto a moving track that carries it through the robot to the scorer High-throughput systems; when the piece needs to travel a long distance inside the robot More parts = more failure points; alignment along the full conveyor path must be perfect; harder to troubleshoot

Flex Wheel Choice

Flex wheels dominate modern VRC intakes because their compliance lets them grip irregular or bouncy game pieces without rigid-mounting misalignment problems.

// Section 03
Compression
Compression is the most important variable in intake design and the most common thing students get wrong. Too little and you drop pieces. Too much and you stall motors or break pieces.

Compression is how much the intake rollers are squeezed against the game piece relative to its natural size. If a game piece is 3.25” in diameter and your intake gap is 2.75”, you have 0.5” of compression. For flex wheels, that compression causes the wheels to deform and grip the piece.

🎯 Rule of Thumb
Start with ~10–15% compression and test from there. For a 3.25” game piece, that is 0.33–0.49” of squeeze. Run 10 intakes, count misses. Then adjust one variable at a time. If you have no misses but motors run hot, reduce compression. If you drop more than 1 in 10, increase it or slow your approach speed.

How to Set Compression Correctly

⚠️ Stop Building If…
×
Motors stall on intake
Compression is too high or motor speed too low. Fix before match day.
×
Pieces bounce back out
Compression too low or surface speed too slow relative to drive speed.
×
Intake works on the bench but not driving
Your approach speed while driving changes the dynamics. Test while moving.
×
One side jams more than the other
Asymmetric compression or an axle that is not square. Check geometry before adding anti-jam code.
// Section 04
Anti-Jam Design & Code
Jams happen. Design your intake to minimize them mechanically first, then use code as a backup — not as a substitute for good mechanical design.

Mechanical Anti-Jam First

Software Anti-Jam (Backup, Not Primary)

If you are adding anti-jam code before fixing the mechanical problem, you are treating the symptom. Count jams per 10 attempts. If it is more than 1, the geometry or compression needs work. Code cannot fix a fundamentally bad entry design.
// Section 05
Common Mistakes
Every mistake on this list has cost a team a match. Learn them before you build so you recognize them before competition day.
// Section 06
Testing Checklist & Notebook Evidence
Run every item before calling the intake competition-ready. Record every test result — that data is your notebook evidence.
🔬 Intake Testing Checklist
10 consecutive successful intakes from the floor — stationary
Record: number of misses, stalls, handoff failures
10 consecutive intakes while driving at match speed
Test at approach angle and straight-on. Count separately.
Intake from tilted and misaligned piece orientations
Tip pieces 20° off center, test 5 times each direction
Motor current measured during intake
Should stay below 2.0A sustained. Record peak and average.
Handoff to next stage tested independently
Feed pieces manually into the handoff zone and verify 0 jams in 10
Full cycle time measured: floor to scored
Time 10 cycles, record average and variance. Target <3s for most games.
Anti-jam trigger tested deliberately
Force a jam, verify auto-reverse triggers and clears within 500ms
Driver can clear manual jam with one button press
Driver practice: jam the intake, clear without stopping driving

Notebook Evidence

⚙ STEMPhysics: Friction, Normal Force, and Torque
Intake design applies direct physics. Compression force is the normal force pushing the roller against the piece. Friction force = μ × normal force — so more compression increases grip up to the point where the motor torque can no longer overcome the resistance. This is why there’s an optimal compression range, not just “more is better.” Document this tradeoff explicitly in your notebook — it’s the kind of analysis that earns Expert marks on the RECF rubric.
🎤 Interview line: “We tuned our compression by measuring motor current at different gap settings. Tighter compression increased grip but crossed our motor limit at 2.3A sustained. We backed off to the point where current stayed below 1.8A with a 95% success rate — that was the optimal tradeoff.”

Related Guides

🔬 Check for Understanding
Your intake works reliably in isolation but drops 30% of game elements when tested with the robot at full driving speed. What is most likely happening?
The compression setting is incorrect
The intake motor speed is too low relative to drive speed
Contact geometry is changing — when the robot is moving, the game element is contacted at a different angle and relative velocity than during static testing
Cable management is restricting the intake rollers
Correct. Static testing never captures full-speed dynamics. Intake performance depends on relative velocity between the robot and the game element. Always test with the robot at match speed. Log your pickup success rate (n≥10) at different approach speeds — that data belongs in your Cyan test slide.
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Notebook color guide for this mechanism:
■ Purple — Decision matrix comparing this mechanism against alternatives. Include weighted criteria and selection conclusion.
■ Orange — CAD screenshot, build notes, and any design changes made during assembly.
■ Cyan — Test protocol with hypothesis, data table (n≥5), and conclusions. Include the failure mode you found and how you addressed it.
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