What it does
- It lobs. The ball travels in a slow, high arc the audience can follow, about 85 cm to a hanging steel plate.
- Nothing is tied to the ball. There’s no tether to tangle and no reel to fault. Five balls circulate, so the note rate is set by how fast the arm re-cocks.
- One throw makes two sounds. The counterweight lands on its stop block with a thunk, and 0.39 s later the ball strikes. The flight sits between them like a pickup note.
- The mechanism is the show. A cam turns, a weight drops, an arm swings, a ball flies and strikes, rolls home under the arm and is loaded again. Every step is visible, and the ball’s whole path is one loop you see side-on.
It asks for some care in return. The balls need a funnel and a path home, the gate needs setting, and it’s big and loud for one note.
How it works
- The arm waits, cocked. The snail cam has lifted the counterweight on the short end of the arm, and holds it there. Its worm gearbox can’t be pushed backward, so it holds with the power off. A ball sits in the cup at the bottom of the arm’s swing, at the end of the chute.
- The cam turns past its step. On the cue the motor turns the cam the last few degrees. The follower bearing on the arm’s short end drops off the cam’s step, and nothing holds the arm.
- The weight drops and the arm swings up. About 0.2 s later the washers land on the hardwood stop block. The arm stops 45 degrees above level and the ball flies on, at about 3 m/s.
- The ball strikes the plate. It lands 0.39 s after the thunk, drops into the funnel below the plate, and falls through its spout into the top of the chute.
- The cam winds the arm back down. It keeps turning, comes round under the follower and lifts the counterweight again over most of a turn. Meanwhile the thrown ball rolls home down the chute, under the arm, and joins the end of the line.
- The arm loads the next ball. In its last two degrees the arm presses a plunger that tips the gate’s rocker. The front pin drops and the first ball rolls off the chute into the cup; the back pin rises and holds the rest. The cam parks, cocked, until the next cue.
The motor only ever turns one way, one turn per throw, about 2.4 s at 25 rpm.
The stop block
- The block takes the arm’s whole swing on every throw, so it has to be solid, but it doesn’t have to be quiet. A wood block, a cowbell or a small drum turns it into an instrument.
- Its slope is where the arm stops, and so the launch angle. Move it to change both.
- The arm must not bounce off it and swing back into the ball’s path. A dense block, bolted tight, keeps the bounce small.
Getting the balls home
- The ball’s whole path is one loop in a single plane: out over the top in the air, back underneath along the chute. The arm swings 28 mm behind that plane, and the cup reaches across to hold the ball in it.
- The funnel under the plate catches the ball, and its spout drops it into the top of the chute. From there it’s downhill all the way, about 4 degrees, taking about 2 s.
- The gate passes exactly one ball each time the arm is cocked. An empty cup still makes the thunk with nothing after it. That may be useful.
- A few balls will bounce out over a long performance. Keep a spare, and fence the target with a lip or netting if it happens often.
The numbers
These come from the model, worked out from the parts’ weights and shapes. The bench will correct them.
| Where we started | |
|---|---|
| Ball | 25 mm hardwood, about 6 g |
| Throw | About 85 cm, to a plate about 10 cm above where the ball leaves the cup |
| Launch | 45 degrees, about 3 m/s |
| Arm | About 420 g with the ball, which sits 225 mm from the pivot |
| Counterweight | Ten 40 mm washers, about 280 g, 75 mm from the pivot |
| Cue to thunk | About 0.24 s, the cam’s last few degrees and then the swing |
| Thunk to strike | About 0.39 s, the ball’s flight |
| Rate | At most one throw every 2.4 s, the cam’s one turn |
A few things follow from these.
- The arm and the cup weigh far more than the ball, and they’re thrown too. A lighter arm and cup throw farther for the same counterweight.
- Fire about 0.63 s ahead of the beat to land the strike on it. The thunk then lands 0.39 s ahead of the beat.
- Two catapults taking turns would double the rate.
Sensing and faults
- The Hall sensor sees the magnet in the cam only when the cam is parked, with the arm cocked. It’s the one sign the catapult is ready.
- A turn takes too long. If the magnet hasn’t come round within about four seconds, something is jammed. Stop the motor and hold.
- It never fires from a fault. A fault shows as a pattern on the status light, since elements only listen and can’t report over the radio.
References
- Mangonel and trebuchet. These are throwing engines with a swinging arm. The mangonel stops its arm on a crossbar; the trebuchet uses a falling counterweight.
- Snail cam. The same shape drops the hammers in music boxes and automata, and lifts and drops a trip hammer’s head.
- Wintergatan Marble Machine. A hand-cranked machine that plays music by dropping marbles onto instruments, with the marbles running home on tracks. Gravity does the playing.
Notes
- This is a first design, drawn from the model rather than a built one. Expect one round of fitting, above all at the gate.
- The swing and the flight in the 3D model are worked out from the parts’ weights, with a guess for how much the arm bounces off the block. A test build will give the real figures.
- Costs in the parts list are rough estimates for budgeting, not checked prices. They add up the version we started with.
- The firmware’s job is small. It listens for Control, the one broadcast signal every element hears. On a cue it runs the cam until the magnet comes round again, then brakes, and it fires about 0.63 s early so the strike lands on the beat.