Hi!
I am trying to write a ball simulator that should complement the "blue print" program. I am thinking of simulate the whole ball path on the lane and take in account friction, oilpattern, topography and so on.
Now, I know the easy measurements around the ball, like speed, axis tilt, axis rotation, torque (or that we call rotation) and so on. That I don't know is the math behind the loss of tilt and rotation when the ball arrives passed the lane. I don't know the friction formulas for the coverstocks and the oils and lanesurfaces.
Do you guys know these measurements? I know that you guys from Radical shall know these things, but can we others get the values?
In about 6 years ago, I came across math of the hook faces on the Colobia 300 website, but I cant find it now. They published math algorithms for the ball's friction and hook on the lane. Do anyone know these formulas?
Algorithms for a bowling ball simulator
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- Member
- Posts: 915
- Joined: January 19th, 2010, 12:53 am
- THS Average: 210
- Positive Axis Point: 4 3/4" over 1/4" up
- Speed: 17 mph
- Axis Tilt: 17
- Axis Rotation: 45+
- Heavy Oil Ball: Idol, Show-off
- Medium Oil Ball: Venom Shock, Rhodman,
- Light Oil Ball: Phobia, White Hot Badger
- Location: Northern California
Re: Algorithms for a bowling ball simulator
Doesn't the blue print program already do this?
Right Handed, 16-17 mph off hand (14 -15 mph on Qubica reading) ,350 rpm,PAP 4 3/4 x 1/4 up, 17 deg axis tilt, varied rotational axis deg.. usually 45+
Book Average 210+
Book Average 210+