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#101 Goran JoeMen

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Posted 25 February 2016 - 09:53 AM

Frank, when I get in that situation I use the longer club and just hit it smoother than 100% and that goes for irl as well as the game.

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#102 frank70

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Posted 25 February 2016 - 10:28 AM

Frank, when I get in that situation I use the longer club and just hit it smoother than 100% and that goes for irl as well as the game.

Yeah, that's the way i am trying to do that as well. But it should be possible to put a little extra length on the shot by going into overswing area (applying a little more club head speed). If going over 100% only means more spin the element to hit it a little harder to gain some yards is completely out of the game. A little extra could mean hitting it 105% - if you go higher than that, the rest could result only in more spin/balloon effect and not in length.

 

But in real life hitting it harder means most of the time a little further as well. I can't see that really in the game.


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#103 BazzaLB

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Posted 25 February 2016 - 10:51 AM

How are people judging the power of their shots? I see references to 100%, 122% power etc but I can't see where this feedback on power is possible during a normal round. I'm using RTS-M.

Also, sometimes I get spin and most of the time I don't. I can't see what the trick is (unless I am supposed to set the impact point on the ball, but I never do that and sometimes still get spin ... intermittently). Can someone explain the spin control dynamics for RTS-M? Is it related to speed of swing whilst still maintaining backswing, forward swing ratio?

#104 Goran JoeMen

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Posted 25 February 2016 - 11:27 AM

Bazza, I started playing RTS-M now with the latest update, and since there is no swing meter you can not be really sure. But if you let the mouse stay at the top of your swing it will create overswing and you will have to hit down faster to avoid going to the right.

This is probably a simplified explanation going by what was discussed before in this thread (a bit over my head to be honest)...


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#105 dedBuNNy

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Posted 25 February 2016 - 12:18 PM

This is a very entertaining thread....

 

What I find most telling and obvious is the people who become the most animated and annoying are the ones who, and this is quite obvious, have almost no understanding of what actually happens in real life when striking a golf ball with a golf club.

 

I would love to play skins round with players in real life who spent most of the game obsessing on spinning the ball on the green. $$$... lmfao.....


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#106 JoeF

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Posted 25 February 2016 - 01:02 PM

How are people judging the power of their shots? I see references to 100%, 122% power etc but I can't see where this feedback on power is possible during a normal round. I'm using RTS-M.

Also, sometimes I get spin and most of the time I don't. I can't see what the trick is (unless I am supposed to set the impact point on the ball, but I never do that and sometimes still get spin ... intermittently). Can someone explain the spin control dynamics for RTS-M? Is it related to speed of swing whilst still maintaining backswing, forward swing ratio?

 

If you go to the practice range the info is shown for each shot you hit.  With RTS, by watching the ani, you learn where the 100% power position is in the backswing.  As your backswing goes beyond that position you move into the overswing zone where the power % increases beyond 100.  This will impart more backspin on the ball.  Those times where you are getting more spin is a result of your backswing moving into the overswing area.  Once you get a feel for where the transition into the overswing area occurs you can start using it to control the spin of your ball to your advantage.  You will have to make a slightly faster downswing when going into the overswing zone or the ball will end up going right.


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#107 wim1234

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Posted 25 February 2016 - 01:09 PM

This is a very entertaining thread....

 

What I find most telling and obvious is the people who become the most animated and annoying are the ones who, and this is quite obvious, have almost no understanding of what actually happens in real life when striking a golf ball with a golf club.

 

I would love to play skins round with players in real life who spent most of the game obsessing on spinning the ball on the green. $$$... lmfao.....

hehe yes ded

but such is human nature that often ppl who stand on the sidelines seem to know better......heheheehhe

i doubt if many ppl who are going top play this game ever heard of spin-decay? huh wasss that, can you eat it?

Just as the game is now to me, chapeau for the devs.  (this does not mean it cannot be improved).

greetings



#108 jt83

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Posted 25 February 2016 - 01:21 PM

Despite his obnoxious tone, tlvx made a point or two.  If you're trying to get more out of your 3-wood, you'd think going longer on the swing meter would work, as it does with the driver.  Perhaps as I learn more about the physics involved his arguments will mean less, but he's not all hot air.



#109 AwYea

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Posted 25 February 2016 - 01:47 PM

Here are the real Game Results vs Trajectory Optimizer numbers... IGNORE see my last post- Spin rates were left out which are critical in this.


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#110 Vernon520

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Posted 25 February 2016 - 02:30 PM

Alright, if you want to sit around crunching numbers and trying to make sense of what is or what should be happening that's perfectly ok but I do fell that so many people are missing the point.

This game is a sim and therefore mimics as much as possible real live golf. Therefore as in real life, if you want to understand what is happening, then the best place to go is to the practice range and hit a few thousand shots with each club.

Try hitting shots with differing lengths of back swing and learn how each shot reacts and what distances are either gained or lost.

When you have done that go out on to the course and use the knowledge you have gained to improve both your game and your abilities.

You will have to bear in mind however that the course fairways are different to the practice range and you will have to adjust and adapt your game to each individual situation.

Do not worry if the ball spins back further then you think it should, just accept that it did and play your next shot.

JUST LIKE IN REAL LIFE. No short cuts, just hard work, determination and practice, practice, practice.


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#111 AwYea

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Posted 25 February 2016 - 02:36 PM

^^^Trust me, i didn't want to do this:)

 

I'm happy with the game. I Just wanted to see if there was any validity to tlvx's argument.


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#112 Vernon520

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Posted 25 February 2016 - 02:55 PM

^^^Trust me, i didn't want to do this:)

 

I'm happy with the game. I Just wanted to see if there was any validity to tlvx's argument.

tlvx is always going on about physic's to the point where it can be very annoying. However, he usually does make some valid points.

But physics are based on what is believed should happen and not on what will happen.

There will always be variants and I am sure that these variants are factored into the game.

PP have been working on the ball physic's since the conception of the game which I believe is about three years ago now. So I trust their conception of what is right or wrong in this area and get on and try to improve, not only my game but my enjoyment of it as well.



#113 Ricky Proffer

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Posted 25 February 2016 - 03:43 PM

It is never going to be EXACTLY like real life IMO. But it is alot closer than anything I have ever played before and they are trying to make it even better and that is good enough for me.  I am no expert so I defer to those that are.  All I know is I am having a blast trying to figure out how to make a birdie on TP MS.  You guys fight it out.  I am going to play golf!! :D


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#114 AwYea

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Posted 25 February 2016 - 04:06 PM

I'm going to actually thank tlvx and MJ for explainning the launch montitor data. I just wish tlvx would stop with the smart alec remarks and listen more.

 

This knowledge of hitting the ball easier and getting further distance with all the clubs has really helped. Just playing around and hitting some mulligans i can see where this is really going to help me playing the game. I've been stuck on hitting everything hard and spinning everything too much. I think a lot has to do with playing past games where hitting hard equaled more distance. It has added an incredible amount of feel to playing the game and i think that is something that's a must and we all want. It all looks and feels very realistic.

 

Hell...i'm even going to pay more attention to this in my real game. I've played golf for almost 40 years and never realized that this may be true. It may actually add shots to my game that i never knew existed.

 

I grew up before all these launch monitor sims. I've been on them but have never tried to really break them and find inaccuracies or determine how realistic they may be. So, this has all been a pleasant suprise. 


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#115 AwYea

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Posted 25 February 2016 - 05:21 PM

Dang...I left out Game Spin Rates which is very important. Here's an update ignore my OP on this.

 

Here are the real Game Results vs Trajectory Optimizer numbers 3W... https://flightscope....tory-optimizer/

 

Game

-Power 117

-Distance 240

-Ball Speed 165

-Spin Rate 5792

-Carry 233

-Launch Angle 9 Deg

 

Trajectory Optimizer

-Distance 263

-Launch Speed(Game Ball Speed) 165

-Spin 5792

-Carry 253

-Launch Angle 9 Deg

 

Game

-Power 101

-Distance 262

-Ball Speed 159

-Spin Rate 3977

-Carry 245

-Launch Angle 9 Deg

 

Trajectory Optimizer

-Distance 276

-Launch Speed(Game Ball Speed) 159

-Spin 3977

-Carry 253

-Launch Angle 9 Deg

 

Everything matches what Mike has said, but i have a hard time processing this based on real life. I don't think i have ever swung hard and hit a solid 3W 20 yards shorter than a normal swing hitting it just as solid in normal conditions with no wind.  :huh:

 

I will say when playing the game everything feels and looks right, especially the trajectory. You can even view Trajectory Optimizer's 2nd camera view to compare flight characteristics versus the game.

 

I'm happy, but when you crunch these numbers is does seem backwards. Not as tlvx was saying. He was saying trackman/launch monitor data support longer distances, they don't. They are exact opposite as Mike has explained.

 

Edit: sorry for OP had a few mistakes, everything is right now.


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#116 mebby

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Posted 25 February 2016 - 05:42 PM

It is never going to be EXACTLY like real life IMO. But it is alot closer than anything I have ever played before and they are trying to make it even better and that is good enough for me.  I am no expert so I defer to those that are.  All I know is I am having a blast trying to figure out how to make a birdie on TP MS.  You guys fight it out.  I am going to play golf!! :D

This!  Agree completely.  Nothing else to add.


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#117 devon1

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Posted 25 February 2016 - 10:13 PM



tivx is an ahole but i no wat i can see with my own 2 eye

guy on tour do it must mean possble

something is missung

#118 wim1234

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Posted 25 February 2016 - 10:17 PM

? what do we need to look for, devon????

and not everything the pros can do is in the game(yet maybe)

we cannot hit a drive over 300 yard ballflight under normal conditions, and i am glad its made this way.



#119 jt83

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Posted 25 February 2016 - 10:53 PM

Of course it's a game, but it's a game that strives for "Perfection" (cough).  If the devs' approach is to match the game's figures with real-life tracking data, that's fine, but if by taking that approach the odd quirk happens there's nothing wrong with questioning it.  That way the next person who comes along asking why the 3-wood he middled at max power went into the water when he/she felt it should've made the green can be answered by anyone, saving Mike the hassle.

 

At this point all I could tell someone is that spin rate certainly cuts distance, but I'm not sure how the game calculates spin rate (except for hitting it harder, which you would naturally think increases distance).



#120 AwYea

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Posted 26 February 2016 - 03:00 AM

At this point all I could tell someone is that spin rate certainly cuts distance, but I'm not sure how the game calculates spin rate (except for hitting it harder, which you would naturally think increases distance).

 

Yea, hitting it harder adds spin and you get a up-shoot effect in trajectory which actually takes distance away. Now that i know this it has really added to the game play. You just need to account for a little extra roll out that you get, not to mention the slight extra carry also because of the lower trajectory when hitting easier. That's really the key, maintaining the perfect trajectory. It looks, feels and plays great!


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