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Flywheels & Spinners
The hidden physics inside every battlebot weapon.
Energy banked
0 J
Spin speed
0 RPM
Tip speed
0 m/s
Spin-up time
0 s
Last impact

Why a spinner hits so hard

A spinner weapon is a flywheel: a wheel you pour energy into by spinning it up, then dump all at once on impact. Two numbers decide how big that hit is.

1. The energy bank

All the punch is stored as rotational kinetic energy:

KE = ½ · I · ω²I = how the mass is spread out  ·  ω (omega) = how fast it spins

The ω² is the part students always miss: double the spin speed and you don't get twice the energy, you get four times the energy. Speed counts double.

2. Where you put the weight (the big one)

Same mass, same size, but it matters where the metal sits. Push it all out to the rim and you bank twice the energy at the same speed:

Solid disk
I = ½mr²
Weight spread evenly. Easy to spin up.
Rim ring
I = mr²
Weight on the edge. the energy, slower to spin up.

That factor of 2 is a real engineering choice, and it is exactly why real combat spinners pack their weight out at the rim. The catch: a ring takes longer to get up to speed.

3. Tip speed is what actually bites

vtip = ω · ra bigger wheel, or a faster one, hits with a faster edge

The rim is the business end. Both a higher RPM and a bigger radius push the tip speed up, which is why arena spinners are wide and fast. Crank the Spin Lab up and watch the readout blow past 150 mph at the edge, faster than a big-league fastball.

4. The catch: spin-up

Banking more energy isn't free. The same thing that makes a ring store more (mass far from the center) also makes it harder to get spinning. With a fixed motor, more spread-out weight means a longer wind-up before you're dangerous. That is the trade every spinner makes: bank more, wait longer, and take longer to recover after each big hit.

This is your BotForge weapon

This isn't a metaphor. The RumbleBots arena scores spinner damage on the same core physics. Here's the line-by-line map — including the one spot where the game keeps things simple:

Real physicsIn BotForge / RumbleBots
KE ∝ ω² — speed counts doubledamage uses (RPM / maxRPM)² — that squared term is the ω²
vtip = ωr — a faster, bigger tip hits harderdamage scales with tip radius (ref 0.6 m) and spin (ref 1200 RPM)
More metal = more mass = bigger hitdamage ∝ weapon mass, and the shape sets how much metal it holds: drum 1.25 (heaviest) > blades 0.95 > disc 0.9 > bar 0.8 > ring 0.75 (lightest)
Heavier flywheel → slower to spin up (τ = Iα), but a bigger bankthe spin-up time slider; a longer wind-up earns a flywheel bonus √(t / 3s) (capped 0.8–1.8×) but recovers slower after a hit
Energy leaves the wheel on impacta clean hit sheds ~35% of its rate on a normal hit (up to 70% on a hard one) — then it must spool back up
Most of this transfers straight to BotForge: spin faster (it counts double), build it bigger and heavier, and trade a longer spin-up for a bigger hit. One honest difference: in real life a rim-weighted ring banks the energy (that's the whole Spin Lab), but BotForge keeps it simple and just counts how much metal each shape has — so in the game the solid drum and disc hit hardest, while the hollow ring actually weighs the least. Same physics ideas, one honest simplification.

Where else flywheels show up

This isn't just a battlebot trick. Anything that needs to bank energy and then release it fast leans on a flywheel:

  • Hybrid race cars. Some catch the energy of braking by spinning up a flywheel (Le Mans winners have done exactly this), then dump it back as a boost down the straight.
  • Power grids. Rooms full of heavy spinning rotors bank energy and release it within seconds to steady the grid when demand suddenly spikes.
  • Engines and potter's wheels. A heavy spinning wheel smooths out jerky power and keeps things turning between pushes.

Spin to store, slow down to release. Your spinner is the same machine, just aimed at another robot.

Check yourself

Six quick questions. Pick an answer to see why.