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#41 Davefevs

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Posted 20 May 2013 - 05:55 PM

@acrillix - maybe we will have to do course notes when we submit, and then let people use them at their peril!

I accept the Augusta comment....and even on my local course when the greens are obviously not tournie speed, a good player would seek to play to safe areas, rather than attack the pin on evey hole like most of do on links.

Perhaps PG will bring a bit more strategy to our play? Having said that none of like ruining a good round because of a dodgy pin. Then again one persons dodgy pin, is another's okay pin....sometimes it will depend on the angle you are putting it at.

#42 Armand

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Posted 20 May 2013 - 11:41 PM

Not being a designer, I don't know if this suggestion is silly or not.  Could it be up to the designer to set the speed they want as fastest?  That way, the course and pins would be playable at the fastest speed (for that course).  This would be akin to the Use Course Conditions setting in Links, but without all the tweaking of textures to do so.

 

It would take a few holes or rounds to learn the speed of the greens for that course, and the green speeds wouldn't be consistent at all courses.  It makes sense in my mind, but not sure how others would feel or how difficult it would be to program into CF or PG.

 

Armand


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#43 JoeF

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Posted 21 May 2013 - 12:15 PM

You may be on to something, Armand. I remember Andrew musing about using a sliding bar "stimpmeter" to set green speeds in Links if they ever got around to making another mod version. It would not surprise me to see that idea used in Perfect Golf. If the designer could set a maximum stimp speed for their course, that would limit the maximum speed setting in-game, then the unplayable pin positions conundrum becomes somewhat moot as the designer wouldn't have to set pins playable at higher stimp settings. It would also allow courses to play much as they would IRL. A local muni might stimp out at a maximum of 7-9, a tournament course 10-12, and a major's course 13 and higher.


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#44 Acrilix

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Posted 21 May 2013 - 12:29 PM

@Armand and JoeF - I did make this suggestion in my third post.


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#45 Davefevs

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Posted 21 May 2013 - 07:27 PM

You may be on to something, Armand. I remember Andrew musing about using a sliding bar "stimpmeter" to set green speeds in Links if they ever got around to making another mod version. It would not surprise me to see that idea used in Perfect Golf. If the designer could set a maximum stimp speed for their course, that would limit the maximum speed setting in-game, then the unplayable pin positions conundrum becomes somewhat moot as the designer wouldn't have to set pins playable at higher stimp settings. It would also allow courses to play much as they would IRL. A local muni might stimp out at a maximum of 7-9, a tournament course 10-12, and a major's course 13 and higher.


Didn't someone make a stimp for Links?

#46 JoeF

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Posted 21 May 2013 - 08:18 PM

@Armand and JoeF - I did make this suggestion in my third post.

Obviously great minds think alike. :)


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#47 FixAmer1st

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Posted 21 May 2013 - 09:02 PM

Didn't someone make a stimp for Links?

 

Dave,

I had a designer create one for me when I was testing the 1.07 MOD at apcd.com. It had the Stimp Slope on a green texture. You moved the ball to the top of the Ramp, start it rolling down the slope and get a reading of how far it rolls. I used it to rank the various 1.07 Condition pairs.

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#48 Acrilix

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Posted 21 May 2013 - 09:22 PM

Obviously great minds think alike. :)

 

My mind is far from great, these days!! :lol:


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#49 Acrilix

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Posted 21 May 2013 - 09:24 PM

Dave,

I had a designer create one for me when I was testing the 1.07 MOD at apcd.com. It had the Stimp Slope on a green texture. You moved the ball to the top of the Ramp, start it rolling down the slope and get a reading of how far it rolls. I used it to rank the various 1.07 Condition pairs.

Jerry

 

Jerry, did you ever release the results? The only guide I had was Big Threes excellent chart.


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#50 FixAmer1st

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Posted 21 May 2013 - 10:56 PM

Jerry, did you ever release the results? The only guide I had was Big Threes excellent chart.

 

It was done during the creation of the MOD and he 1.07 patches to get an idea of how the different conditions matched up as they were created and modified. If anybody wants it I can make a list and post it.

Jerry


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#51 Armand

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Posted 22 May 2013 - 03:49 AM

@Armand and JoeF - I did make this suggestion in my third post.

Sorry for not reading your posts too closely, Lez!  It's quite possible I skimmed it over and then later came back and the thought popped back in my head.  As I look at the thread, your post was before my week-long work trip to Houston and my reply was upon my return.  Great suggestion, in my opinion!  :D






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