Hey everybody,
I have a question for you physics buffs. Here's a table configuration: I want to carom the 2 onto the 1 and pocket the 1:
If I play it like this (i.e. simply aim the 1 with the 2, to determine where I should hit the 2 with the cueball), it doesn't work of course because of throw:
So instead, I play it like this: I imagine the 2 shifted about 1/4 ball in the general direction of travel of the cueball and aim this imaginary 2 onto the 1. Then I shift my cue back to the real 2, keeping the aiming line parallel, and see where I should really hit the 2:
(I know the shot looks unlikely, I exagerated a bit to show what I mean with the cuetable thing. I hope it's visible enough).
The shot is quite doable, and my little method seems to work okay, but it seems very sensitive to how hard I hit the cueball: if the cueball hits too slow or two hard, the shot fails (or I try to compensate and get lucky, but it doesn't work very well). If I try to use english, it's even worse.
So my questions are: is throw that sensitive to the speed at which the balls collide? Is there a better method to play that kind of shot? They come up all the time, so I'd really like to predictably make them.
I have a question for you physics buffs. Here's a table configuration: I want to carom the 2 onto the 1 and pocket the 1:
If I play it like this (i.e. simply aim the 1 with the 2, to determine where I should hit the 2 with the cueball), it doesn't work of course because of throw:
So instead, I play it like this: I imagine the 2 shifted about 1/4 ball in the general direction of travel of the cueball and aim this imaginary 2 onto the 1. Then I shift my cue back to the real 2, keeping the aiming line parallel, and see where I should really hit the 2:
(I know the shot looks unlikely, I exagerated a bit to show what I mean with the cuetable thing. I hope it's visible enough).
The shot is quite doable, and my little method seems to work okay, but it seems very sensitive to how hard I hit the cueball: if the cueball hits too slow or two hard, the shot fails (or I try to compensate and get lucky, but it doesn't work very well). If I try to use english, it's even worse.
So my questions are: is throw that sensitive to the speed at which the balls collide? Is there a better method to play that kind of shot? They come up all the time, so I'd really like to predictably make them.