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David Alciatore ("Dr. Dave") ILLUSTRATED PRINCIPLES "Throw Part III: follow and draw effects"

Summary: David Alciatore ("Dr. Dave") ILLUSTRATED PRINCIPLES
"Throw Part III: follow and draw effects"
Note: Supporting narrated video (NV) demonstrations, high-speed video (HSV) clips, and
technical proofs (TP) can be accessed and viewed online at billiards.colostate.edu. The
reference numbers used in the article help you locate the resources on the website. If you
have a slow or inconvenient Internet connection, you might want to view the resources
from a CD-ROM. See the website for details.
This is the third of a series of articles I plan to write concerning "throw" effects. Two months
ago, I started with some basic terminology and some examples of where throw can help you or
hurt you in game situations. Last month, we looked at the effects of cut angle and speed. To
refresh your memory, throw is change in the object ball direction due to sliding friction forces
between the cue ball (CB) and object ball (OB) during impact. NV 4.15, 4.16, 7.5, and 7.6 show
examples of both collision-induced throw (CIT) and spin-induced throw (SIT). See the video
demos and the previous articles for more information.
normal video
NV 4.15 Using throw to make a partially blocked shot
NV 4.16 Over-cutting a cut shot to compensate for throw
NV 7.5 Frozen ball throw
NV 7.6 Frozen cue-ball throw
Last month, we saw that:


Source: Alciatore, David G. - Department of Mechanical Engineering, Colorado State University


Collections: Engineering