JoeyA's Aiming System

Help, help, I'm trapped in a trig class and cannot escape.

The following analyses contain equations and plots showing how throw varies with speed, cut angle, and spin for shots of all angles:
TP A.14 - The effects of cut angle, speed, and spin on object ball throw
TP A.28 - Throw plots for all types of shots
Unfortunately, there is not a simple answer to your question. An accurate answer for all types of shots must take into consideration all 37 squirt/swerve/throw effects listed with supporting resources in the numbered list beneath the videos and illustrations on the squirt, swerve, and throw effects resource page.
Enjoy,
Dave
Now I realize why I thought some of my high school teachers and college profs. were weird.
How will knowledge of all this mumbo-jumbo make a pool shooter's life any better when it comes to running out games of 9-ball and winning a few bucks?
Whew.....talk about mental chaos.
:eek:
 
The following analyses contain equations and plots showing how throw varies with speed, cut angle, and spin for shots of all angles:

TP A.14 - The effects of cut angle, speed, and spin on object ball throw

TP A.28 - Throw plots for all types of shots

Unfortunately, there is not a simple answer to your question. An accurate answer for all types of shots must take into consideration all 37 squirt/swerve/throw effects listed with supporting resources in the numbered list beneath the videos and illustrations on the squirt, swerve, and throw effects resource page.
Now I realize why I thought some of my high school teachers and college profs. were weird.
How will knowledge of all this mumbo-jumbo make a pool shooter's life any better when it comes to running out games of 9-ball and winning a few bucks?
Whew.....talk about mental chaos.
:eek:
I was just answering the man's question. My TP analyses are definitely not for the typical pool player. They require a strong background in math and physics. However, I would think any serious pool player can benefit from understanding the basic squirt/swerve/throw effects (if they don't already intuitively, built up by countless years of successful practice and experience). I see solid players and even pros miss shots often due to a lack of complete understanding of throw principles. In fact, I think many (if not most) shots top players miss are caused by not accounting for throw appropriately.

For those who want a simpler treatment of this important topic, the "adjusting your aim for throw" tutorial page is probably a better resource, especially the 10-point summary of "things you need to know about throw in your game" at the bottom of the page.

Regards,
Dave
 
The following analyses contain equations and plots showing how throw varies with speed, cut angle, and spin for shots of all angles:

TP A.14 - The effects of cut angle, speed, and spin on object ball throw

TP A.28 - Throw plots for all types of shots

Unfortunately, there is not a simple answer to your question. An accurate answer for all types of shots must take into consideration all 37 squirt/swerve/throw effects listed with supporting resources in the numbered list beneath the videos and illustrations on the squirt, swerve, and throw effects resource page.

Enjoy,
Dave

Thanks for sharing those. It roughly corresponds with my basic understanding of how throw works. Also there are some surprises, like 12 degree throw in clingy conditions! Wow. I knew it was more but not that much more.

I also understood that there was a peak around 30 degrees for throw with stun shots but I didn't realize that the same peak wasn't there for slow rolled shots. That explains a lot.

Also, there is a typo on the page for cling stun shots (2nd to last page). It reads "For stun shots, the amount of throw..." I believe you meant "For stun shots, the maximum amount of throw..."

It kind of reminds me of the difference between an engineer and a scientist. A scientist needs to have all the factors in play and come up with a perfect solution. The engineer just makes sure the errors roughly cancel each other out and fires away. :)

A lot of player knowledge and systems around pool are geared towards doing things that get the errors to cancel out.

TOI is one that comes to mind. It puts the deflection and throw on the same side of the shot so you only have to learn to intuitively adjust for the net effect instead of trying to figure out exactly how much each will affect the shot.
 
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... there is a typo on the page for cling stun shots (2nd to last page). It reads "For stun shots, the amount of throw..." I believe you meant "For stun shots, the maximum amount of throw..."
Thank you for pointing this out. I've made the correction.

Regards,
Dave
 
The following analyses contain equations and plots showing how throw varies with speed, cut angle, and spin for shots of all angles:

TP A.14 - The effects of cut angle, speed, and spin on object ball throw

TP A.28 - Throw plots for all types of shots

Unfortunately, there is not a simple answer to your question. An accurate answer for all types of shots must take into consideration all 37 squirt/swerve/throw effects listed with supporting resources in the numbered list beneath the videos and illustrations on the squirt, swerve, and throw effects resource page.

Enjoy,
Dave

I'm glad I asked.
Thanks.
 
I've used this parallel shifting method for a couple of years now and I have a little saying that is now ingrained in my pre-shot routine. It has to do with the contact points for the OB and CB. The CP on the back of the OB and the CP point on the front of the CB. I just remember to think "Back of the front, front of the back". Works fine every time.
 
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I've used this parallel shifting method for a couple of years now and I have a little saying that is now ingrained in my pre-shot routine. It has to do with the contact points for the OB and CB. The CP on the back of the OB and the CP point on the front of the CB. I just remember to think "Back of the front, front of the back". Works fine every time.

Correct but how do you account for CIT?
 
I've observed that in accounting for collision-induced throw I pay attention to whether the cut angle is to the right or left and I then sight down either the right or left side of the cue shaft and somehow (?) this accounts for it.

I may be doing something else here that I'm unable to explain, but I know this method has been working beautifully for quite a while now.:smile:
 
I've observed that in accounting for collision-induced throw I pay attention to whether the cut angle is to the right or left and I then sight down either the right or left side of the cue shaft and somehow (?) this accounts for it.



I may be doing something else here that I'm unable to explain, but I know this method has been working beautifully for quite a while now.:smile:



Same here with my shadow method. I look seemingly straight on the ball but since I aim through my applied English I'm actually minutely cocked into the shot....which keeps me from having to calculate CIT, tho don't get me wrong I'm a toi/too guy for a over a decade so I don't really jelly up with 50 tips of English lol.

Hope that makes sense. I'm at work so that's the best I can say at the moment
-greyghost


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