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David Alciatore ("Dr. Dave") ILLUSTRATED PRINCIPLES "Throw Part XII: calibration, and hold shots"

Summary: David Alciatore ("Dr. Dave") ILLUSTRATED PRINCIPLES
"Throw Part XII: calibration, and hold shots"
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 or DVD. See the website for details.
This is the twelfth and final article in my series dealing with throw and English effects. Over
the past year, I've looked at examples of where throw can help you or hurt you in game
situations, the effects of cut angle and speed, the effects of follow and draw, spin-induced throw,
the difference between inside and outside English, the combination of spin- and collision-induced
throw effects, spin transfer, and the big picture of squirt, swerve and throw. If you want to refer
back to any of my past articles, they are all available on my website (billiards.colostate.edu).
To refresh your memory, throw is change in object ball direction due to sideways forces
between the cue ball and object ball during impact. NV 4.15, 4.16, 7.5, 7.6, and A.21 show
examples of both collision-induced throw (CIT) and spin-induced throw (SIT). When using
English, in addition to understanding throw, it is also important to understand the effects of squirt
(see NV 4.13 and NV A.17) and swerve (see NV 4.14 and NV 7.12). See the video demos and
my last two articles for definitions, illustrations, and more information.
normal video


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


Collections: Engineering