Regarding plastics cooling.....the faster a plastic cools the harder it will be? and do certain colors cause the plastics to cool at different rates?
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I don't know. I don't know of an instance where it's been measured. My best guess is that forehand shots tend to turn over more because people have more OAT in their forehand throws.Opti,
I think you're right. My understanding is that a forehand creates more spin, not less. Garubladder? Treeput?
JHern said:Finally, be careful of material you see on the forums, much of it contains significant conceptual errors, and as the discussion evolves some of the information could easily be taken out of context.
It would be more correct to say that more overstable discs mask the forehand throwers inability to generate proper spin on a disc.
Shallow or deep rim is subjective to what's comfortable to the thrower.
It would be more correct to say that more overstable discs mask the forehand throwers inability to generate proper spin on a disc.
Shallow or deep rim is subjective to what's comfortable to the thrower.
I agree. Typically a disc thrown the same distance FH or BH, will have more spin BH, but it really depends on how they are thrown. BH has more spin potential. FH is easier to get leverage on, as well as oat.
I think opti is confusing shallow with narrow. Shallow means how deep or high the rim. Narrow refers to rim width. I agree with narrow overstable discs being easier to spin.
Rodney,Not that my chiming in matters, but:
- More spin does NOT make a RHBH turn over more.
- For MOST (almost all) throwers, FH produces a higher speed:spin ratio. That is, more speed FH, more spin BH.
- Both of these points are VERY commonly reversed among players, and have been that way for years and years.
I'm still waiting for something that makes sense but all I'm getting is jargon in regards to why spin does not affect turn.
I would like to hear more about these:
the bead
the beveled edge
the groove on the groove and monarch
gimicks on more obscure discs
colors and why different runs perform differently (ive heaerd tie dye champion is by far the hardest and fastest)
why do some flat tops perform so stable...zone?
I'm still waiting for something that makes sense but all I'm getting is jargon in regards to why spin does not affect turn.
Angular velocity [av] (spin imparted on a disc at release) is the what keeps a disc "holding a line" - whether that be hyzer, straight, or turnover. Moment of inertia [mi] determines the force that is needed to get a disc spinning.
Directional velocity [dv] is the forward speed of a disc. Each disc requires a certain directional velocity to fly properly. If the dv:av ratio is very high, the disc will act understable. if the dv:av ratio is low, the disc will act more overstable than it really is.
Lift is the force generated by air passing faster over the flight plate when compared to the under side of the disc. The differences in air speed passing the disc cause a slight difference in air pressure - with the higher pressures being applied to the underside of the disc - creating a slight upward force that works against gravity. This is also known (somewhat incorrectly) as glide.
Stability is a rating based on the ability for a disc to keep it's center of pressure (where the lift force is applied to the disc) close to the true center of the flight plate. Overstable discs tend to have a center of pressure on the on the right side that the disc, thus the disc wants to lift it's wing on the right side (RHBH throwers). The opposite is true for understable discs, but given enough time in the air, the center of pressure will move back to the right side of the disc, causing the right wing to lift. (see JHern's thread on dgr for an illustrative reference) Stable discs tend to balance the center of pressure better than the other two categories, and therefore fly on truer lines than the other two.
From my understanding, Forehand does have a higher POTENTIAL for leverage on the disc, but is often over shadowed by the inability of most players to create the proper leverage to create spin, thus most strong arm creating more speed. Put that in physic's speak, and you have less AV/more DV.Opti,
I think you're right. My understanding is that a forehand creates more spin, not less. Garubladder? Treeput?
Not that my chiming in matters, but:
- More spin does NOT make a RHBH turn over more.
- For MOST (almost all) throwers, FH produces a higher speed:spin ratio. That is, more speed FH, more spin BH.
- Both of these points are VERY commonly reversed among players, and have been that way for years and years.
I refuse to believe that speed of the disc and notspin is responsible for high speed turn. If you take the spin factor out then you are left with solely flightspeed of the disc. I would like someone in this camp to explain these to me in a way we can all understand.
-longer flying discs perform their turn later in the flight when the disc is actually traveling slower than when initially thrown.
-air would move at the same rate past a disc if there was no spin....how would the anhyzer angle be achieved if there is no difference in air pressures/lift?
-According to your speed theory an airplane would turn to the right as would any object moving at high velocity.
I think the misconception is that a tight fast spinning throw will enable a disc to fight fade and appear to be going straighter....perhaps these throws are employing a very stable disc or the thrower is employing some OAT. (hyzer release)
My point wasn't about jargon. My point was to move away from the turn spin debate Poor choice of words wasn't trying to incite.
I'm still waiting for something that makes sense but all I'm getting is jargon in regards to why spin does not affect turn.
I would like to hear more about these:
the bead
the beveled edge
the groove on the groove and monarch
gimicks on more obscure discs
colors and why different runs perform differently (ive heaerd tie dye champion is by far the hardest and fastest)
why do some flat tops perform so stable...zone?