Other sport example for non-pool / non-sports player to understand

nataddrho

www.digicue.net
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Looking for some help. For a project I am working on, I need to come up with an extremely easy to understand description of why cue ball spin (tip accuracy) is important. The challenge is that this needs to be understood by the masses, not just pool players.

"For every pool, shot there are two main objectives. The first is the most famous and well known, and that is sinking the ball you are shooting at. The second objective is not as obvious, and that is deliberately adding spin to the cue ball so that it moves into a good position for your next shot. This is like giving the cue ball a house address in which it needs to drive to for its next delivery. The accuracy of spin is just like the accuracy of the address you give it; an error will result in the cue ball arriving at the wrong destination."

Or something like that.
 
I would say their are two parts to cueball control. The point of contact and the speed you hit the point of contact effects the outcome.
 
Here's what ChatGPT has to offer...

Using a cue stick is like using a magic wand to cast spells on a ball. The tip of the wand is like a magic button that you press to make the ball do what you want it to do. Just like how a button can make a toy car go forward or backward, the tip of the wand can make the ball spin forward or backward, or even to the left or right! It's important to know where the magic button is on the wand, so you can press it in the right way to make the ball do the trick you want it to do.
 
I would say their are two parts to cueball control. The point of contact and the speed you hit the point of contact effects the outcome.
There’s a point of contact on the CB as well as the OB. Hitting an OB too thick or thin can still make the OB but will cause inconsistencies in your CB control.
 
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I always laugh at the people that miss a shot and comment that they got perfect shape. If you pocketed that ball you wouldn't of landed their :ROFLMAO:
 
Its like hitting a homerun, its not enough to just hit the ball. Pool is the same way.
 
Looking for some help. For a project I am working on, I need to come up with an extremely easy to understand description of why cue ball spin (tip accuracy) is important. The challenge is that this needs to be understood by the masses, not just pool players.

"For every pool, shot there are two main objectives. The first is the most famous and well known, and that is sinking the ball you are shooting at. The second objective is not as obvious, and that is deliberately adding spin to the cue ball so that it moves into a good position for your next shot. This is like giving the cue ball a house address in which it needs to drive to for its next delivery. The accuracy of spin is just like the accuracy of the address you give it; an error will result in the cue ball arriving at the wrong destination."

Or something like that.

Sorry in advance for the book LOL

The issue with describing using spin for position as it's own thing, is that it's only part of playing position and is actually a sub-category of angle and speed. When I try to break down the theory of playing pool past making a single ball I describe the game as just being angles and speed when plotting position, add in making the ball and that is it, 3 steps to learning to move the cueball around, winning games, and understanding pool, or "pool vision" as I like to call it. That is as easy as I figured out being able to have anyone grasp the concept of playing pool as a whole vs just one shot at a time. You can say that playing position is using a formula to arrive at a final cueball position.

Our formula for position and really the core of the game would be Angle + Speed +-(Spin) = Position, so if we want say position 230 but our angle and speed will only go to 100 each (for whatever reasons we pick), we need to use 30 Spin to adjust that. Or say we need position 30 but our Angle and Speed will add up to 40 due to just too much cut angle, now we need to apply some negative Spin factor with inside spin. Spin is in brackets since it's an optional variable, we don't NEED it for the formula like we need angle and speed but we do use it in the case where our Angle and Speed don't add up to Position either by our choice to use less or more of either or by the fact that the physical reality of the table won't allow us to get there without help of Spin.

Spin is really just something that changes angle and speed, so you can use that as part of those two factors. You can have many position targets with the same angle by varying the speed, or you can have similar results with the same speed by changing the angle. The spin on the ball affects one or both of those things, but then acts as a negative to being able to pocket the ball (due to deflection or needing to hit harder and thus loose accuracy on the hit).

A pool shot is a balance of 4 things (from the most simple way I can put it at least), and you can make a pretty decent diagram where you have 4 points of variance, speed, angle, distance to pocket and spin, as you add or subtract any of those, you will make up a complete shot difficulty diagram, similar to the table difficulty spreadsheet we have. The area of the interior of the plotted points is the theoretical difficulty factor of the shot, with more area = harder shot.

Screenshot 2023-03-03 163735.png


Note that we need to simplify things a bit for most players under say a C+ level, so rails condition, pocket size, table size, humidity, dirt, etc... are not in the picture at this simple stage. But even if we add in all those, really the things they affect are the basic angle and speed of the shot, we just need to adjust the final resting place of the cueball we want when dealing with the many variables we run into as advanced players. But for simple things, say teaching a robot to place the cueball HERE on a theoretical perfect table, these should be enough.
 
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Sorry in advance for the book LOL

The issue with describing using spin for position as it's own thing, is that it's only part of playing position and is actually a sub-category of angle and speed. When I try to break down the theory of playing pool past making a single ball I describe the game as just being angles and speed when plotting position, add in making the ball and that is it, 3 steps to learning to move the cueball around, winning games, and understanding pool, or "pool vision" as I like to call it. That is as easy as I figured out being able to have anyone grasp the concept of playing pool as a whole vs just one shot at a time. You can say that playing position is using a formula to arrive at a final cueball position.

Our formula for position and really the core of the game would be Angle + Speed +-(Spin) = Position, so if we want say position 230 but our angle and speed will only go to 100 each (for whatever reasons we pick), we need to use 30 Spin to adjust that. Or say we need position 30 but our Angle and Speed will add up to 40 due to just too much cut angle, now we need to apply some negative Spin factor with inside spin. Spin is in brackets since it's an optional variable, we don't NEED it for the formula like we need angle and speed but we do use it in the case where our Angle and Speed don't add up to Position either by our choice to use less or more of either or by the fact that the physical reality of the table won't allow us to get there without help of Spin.

Spin is really just something that changes angle and speed, so you can use that as part of those two factors. You can have many position targets with the same angle by varying the speed, or you can have similar results with the same speed by changing the angle. The spin on the ball affects one or both of those things, but then acts as a negative to being able to pocket the ball (due to deflection or needing to hit harder and thus loose accuracy on the hit).

A pool shot is a balance of 4 things (from the most simple way I can put it at least), and you can make a pretty decent diagram where you have 4 points of variance, speed, angle, distance to pocket and spin, as you add or subtract any of those, you will make up a complete shot difficulty diagram, similar to the table difficulty spreadsheet we have. The area of the interior of the plotted points is the theoretical difficulty factor of the shot, with more area = harder shot.

View attachment 690771

Note that we need to simplify things a bit for most players under say a C+ level, so rails condition, pocket size, table size, humidity, dirt, etc... are not in the picture at this simple stage. But even if we add in all those, really the things they affect are the basic angle and speed of the shot, we just need to adjust the final resting place of the cueball we want when dealing with the many variables we run into as advanced players. But for simple things, say teaching a robot to place the cueball HERE on a theoretical perfect table, these should be enough.
Great concept and perspective
 
Way too much information if this is geared toward the masses. How about:

To play pool well, one must set up easy shot after easy shot while pocketing the balls. The tip position on the cue ball is a key ingredient in this process.
 
Way too much information if this is geared toward the masses. How about:

To play pool well, one must set up easy shot after easy shot while pocketing the balls. The tip position on the cue ball is a key ingredient in this process.
I have an issue with too technical of descriptive language (how I was trained). so yes ^^^ this is more of what I was looking for.

Along the lines of... "...Similar to golf, it is not enough to just hit the ball straight, but to land in an area that makes your next shot easiest."
 
Objectives are:

1. Pocket the object ball.
2. Control the cue ball position by using either: draw, follow, english, or speed, or a combination thereof.
 
Way too much information if this is geared toward the masses. How about:

To play pool well, one must set up easy shot after easy shot while pocketing the balls. The tip position on the cue ball is a key ingredient in this process.

Most of what I wrote was to do a full concept, explaining it simply is like 3 steps, make the ball, angles, speed with spin being part of angles and speed.
 
How about the only time the cue ball goes in the direction the cue stick is pointing is when the tip hits the vertical axis. Once the tip hits off the vertical axis, spin and push forces complicate aiming.
 
I often use the analogy of car control as a simple connection for noobs. Steering wheel, gas, brakes, right/left/forward/reverse are familiar objects and functions to nearly everybody. They don't need to get it 100%; just have a basis for discussion.
 
Looking for some help. For a project I am working on, I need to come up with an extremely easy to understand description of why cue ball spin (tip accuracy) is important. The challenge is that this needs to be understood by the masses, not just pool players.

"For every pool, shot there are two main objectives. The first is the most famous and well known, and that is sinking the ball you are shooting at. The second objective is not as obvious, and that is deliberately adding spin to the cue ball so that it moves into a good position for your next shot. This is like giving the cue ball a house address in which it needs to drive to for its next delivery. The accuracy of spin is just like the accuracy of the address you give it; an error will result in the cue ball arriving at the wrong destination."

Or something like that.
Pocket ball, Input GPS co-ordinates. Substitute TPS (Table Positioning System).
 
Set up a straight in shot, OB a foot from corner pocket and CB a short distance back. Show them what follow, stop, and draw are .. no side spin. You can relate draw to a tennis drop shot, how you would spin a hula hoop with back spin to make it come back to you.
Set CB in middle of table and shoot it straight into rail showing them how no spin will come straight back to cue and how left and right spin will go in that direction. Use a measles CB so they can see the spin easier
Put it together with a simple angle shot to show them how to move the CB left and right off rail after the shot using spin
This is a lot for a noob and they should have a good grasp of this before introducing advanced stuff .. cit, tangent line, swerve, deflection … etc
 
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