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Backspinning Chips and Pitches


Best Answer Andrew , 11 February 2017 - 07:04 PM

Fixed in new Beta

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#1 hoganwoods

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Posted 11 January 2017 - 01:27 PM

I'm moving a thread from OGT to PG forums. 

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Hi all

In the interest of possibly moving a solution to this forward at some stage, every time you have one of these "backspinning" chips or pitches, which you believe is incorrect, will need the shot data to pass to PP at a later date. Will need as a minimum ball speed, launch angle and backspin, as well as elevation change to the the landing area, and also any lie penaltys

Could even provide videos and lnks to saved shots too if you so wish.
 

Without proper data it wont be easy to get a solution worked on by PP.



#2 Tretee

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Posted 11 January 2017 - 01:42 PM

Perfectly executed shot if you ask me. Bunker edge is 2.5m away from the ball.
https://www.dropbox.... ... e.zip?dl=0

Had a few of those in rd2. Messes with your mind and makes it difficult to recover. 
Just to be clear, I have nothing against the plugged lie in this case. This was a 100y shot that hit the bunker directly.
So the plugged lie is valid.

This was the one I captured but it would have looked 100% exactly the same even if the ball was not plugged. 
Obviously in that case with less ball speed. 
Key point is that you need to hit the surface at that angle. Spin does not matter. It could have been as low as 500RPM.



#3 Tretee

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Posted 11 January 2017 - 01:42 PM

Check the second bounce for Bunker1 shot. That makes no sense.
The Bunker2 shot is a "classic" error. Shot data is supplied for that shot. 

https://www.dropbox.... ... r.zip?dl=0



#4 Andrew

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Posted 11 February 2017 - 07:04 PM   Best Answer

Fixed in new Beta



#5 SFR

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Posted 07 March 2017 - 04:20 PM

The shots may not be spinning back as much but they still stop dead where they should not.  8 iron bump and runs will only roll out at a 1 to 1 ratio or 1 to 2 at best on short chips.  The ratio I mean is carry to roll ratio.  8 irons in real life tend to be 1 to 4 with a normal bump and run and this would be on an 8 stimp or 9 stimp green.  I am seeing this on the 3 yard to 5 yard chips and are only rolling out 10 feet at best.  2300 spin is doing this and I have even see when spin was way lower less than 1000.

 

Chips to elevated greens:

Any chip from 6 feet lower than green level or about that, tend to also stop on a dime when your ball just gets high enough to land level with the green.  In real life these would tend to run more than one that was more of a flop.



#6 Dropzone73

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Posted 07 March 2017 - 08:56 PM

The shots may not be spinning back as much but they still stop dead where they should not.  8 iron bump and runs will only roll out at a 1 to 1 ratio or 1 to 2 at best on short chips.  The ratio I mean is carry to roll ratio.  8 irons in real life tend to be 1 to 4 with a normal bump and run and this would be on an 8 stimp or 9 stimp green.  I am seeing this on the 3 yard to 5 yard chips and are only rolling out 10 feet at best.  2300 spin is doing this and I have even see when spin was way lower less than 1000.

 

Chips to elevated greens:

Any chip from 6 feet lower than green level or about that, tend to also stop on a dime when your ball just gets high enough to land level with the green.  In real life these would tend to run more than one that was more of a flop.

 

These are just the biggest problems in JNPG and in simulation mode these problems get even worse.

I think (or hope) they are investigating these issues at the moment. Hope to hear from PP SOON :mellow: .






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