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What is strange is it always happens with some launchers from the same blueprint but not all of them. There doesn't seem to be a pattern....Have you submitted this to the bug reporting website?
A clunky workaround I found is to also connect an empty biomass burner (with no fuel) to the single battery/hypertube setup, so after the battery runs out of juice and dies, there is a physical fuse you can reset on the biomass burner BEFORE flipping the switch to connect the battery to the grid again for the next cannon launch. You have to be able to physically access the biomass burner to flip the switch, so unfortunately you can't hide it away under the floor or whatever, so all of my hypertube cannon setups now have an unsightly biomass burner sitting next to them.
Seems like this is kind of intended behavior for all power-consuming buildings, maybe the devs didn't think people would run battery-only grids as there's no fuse despite having fuse behaviors.
The problem is that when the battery runs out, it trips the fuse on the hypertube circuit. It does not need to be connected to another circuit and reset. You only have to reset the power poles before you charge the battery again. Kind of annoying but you don't need any additional buildings or anything.