| ~Devil~ Join Date: May 2007 Posts: 3,605 Gender:  Location: among the levels of hell
Total SGC$: 2,981.74 | Re: Bowler's FAQ BOWLER SPECS
TRACK LOCATION DEFINITIONS :
Full Roller: Goes between
High-roller/High-tracker: Within a half inch or sometimes hits the thumb
Semi-roller: .5 to 3 inches
Low-roller/low-tracker: 3 to 5 inches
High-spinner: 5 to 7 inches
Low-spinner: more than 7 inches
STYLE
In terms of rev rate (less to higher revolutions):
Stroker - Tweener - Power Player (can be power stroker or cranker)
In terms of wrist and elbow manipulation (less to higher):
Stroker - Tweener - Cranker
CALCULATION OF REV RATE
From Brian Pursel: Product Manager, Ebonite
RPM's, or revolutions applied, is the speed of the revolutions. The faster the revs, the greater the turning force is at the breakpoint. To measure RPM's you will need a low flare ball (spare ball is good), a piece of tape (4 to 6 inches long), and a video camera. Place the piece of tape running from the bowler's PAP to above the fingers. Film from behind, with a close up of the hand at the release point. As the ball is being released, stop the tape. Assign the tape a position on a clock (i.e. the piece of tape points to 10:00). In slow motion, click off 10 frames and freeze. Count the amount that the tape rotates as hours, as if it was the hour hand on a clock. Multiply the amount of hours by 15. (For example, the ball started at 10:00. After 10 slow motion frames the tape ended at 5:00, passing 10:00 once). One complete rotation around (10:00 to 10:00) counts as 12 hours. 10:00 to 5:00 (the ending position) equals 5 hours. This is a total of 17 hours of rotation. Multiply the amount of hours (17) by 15. This equals 255 Rpm's. The other way to measure revolutions is called hand revs. You will also need the piece of tape and a video camera for this. Repeat the steps for measuring RPM's, however let the ball travel 15 feet down the lane. This is the distance of the fourth arrow. Note the starting position of the tape and count the amount of times the ball has rotated using fractions, not hours. Take the total amount of rotations and multiply by 4. This equals hand revs. For example, the ball started at 9:00 and ended at 3:00, passing past 9:00 three times. This would result in 3 1/2 rotations. 3 1/2 X 4 = 14 hand revs. Why do we not count the total amount of revs the ball rotates all the way down the lane until it hits the pins? Because friction will slow down the ball speed and create additional revolutions. By using the first 15 feet, we are counting the rotations in the presence of lane oil, a very low friction environment. In our Surface Friction Selection Chart, we use hand revs rather than RPM's.
AXIS ROTATION
The point that your PAP is facing at release (facing gutter 0° facing foul line 90°). Higher degrees of Axis Rotation promote skid and delay ball reaction.
AXIS TILT
The vertical inclination of you axis at release. This can be determined by measuring your track diameter (for every 1" < 13.5" = 6 2/3° of tilt) The less axis tilt you have, the sooner the ball will go into a roll. Higher degrees of axis tilt promotes skid. Being able to change your axis tilt using your release style is a very important tool in your scoring arsenal and in your ability to be able to play the lane condition.
PAP (POSITIVE AXIS POINT)
The axis of the ball during the first few revolutions that is created totally by the bowler's release style. The point on the ball that is equidistant from all points of the release ball track.
Ways to find it:
Least accurate: Draw a perpendicular (90°) line 6.75" from your track through grip center the end of the line will be close to your PAP.
Very accurate: Use an Armadillo Axis point locator tool. Place the Armadillo on your track using the line that most closely represents your track arc and mark the spot indicated by the Armadillo.
Exact: Roll low flare (spare) ball down the center of the lane where the highest concentration of oil is then using a grease pencil trace your track. Place the ball in a spinner with the track down and orient the ball to where when it it spinning the trace line doesn't wobble up and down. Then take the pencil and place it on the top of the ball and move it around until it goes from making a circle to a defined dot, or use a quarter scale/pro sect tool and draw a line connecting your track at points that are 180° from each other and repeat the step at a point near 90° from the first line where the 2 lines intersect is your PAP. If you do not have a low flare ball you can use any ball as long as you use the track that is closest to your thumb and farthest from your fingers. This is the release track, because as a ball flares the track migrates away from the thumb and towards the fingers.
If anyone would like reasons for why one is more/less accurate than the other I would be happy to explain.
REVS/REVOLUTIONS (Hand/release)
The number of times the ball rolls over its axis in the first part of the lane before it encounters friction or starts to migrate towards it PSA. Usually converted into Revolutions per Minute.
REVS/REVOLUTIONS (total)
This is the total number of times the ball rolls over it's axis from the point of release to the pin deck. This is not as accurate a representation of revs because it can be influenced by when the ball goes into a roll and the bowlers speed.
SPEED CALCULATION
With a stop watch check the time it takes from release to head pin. I suggest at least five times to get a more accurate average.
40.91 divided by ave/time = MPH
DRILLING
AFFECTS OF SPAN AND/OR PITCH CHANGES
All L/R pitches are from a RH point of view when refering to soreness.
When refering to L/R for fingers and thumb it is when looking at the back of the hand.
Thumb Pitches:
+ Reverse = Earlier thumb exit, increased grip pressure may be required, possible soreness to the front or back of the thumb.
+ Forward = Later thumb exit, reduced grip pressure may be required, possible soreness to front or back of the thumb.
+ Left = Reduced axis rotation, possible soreness to right side of the thumb at the base and left side at the tip.
+ Right = More axis rotation, possible soreness to the left side of the thumb at the base and right side at the tip.
Finger Pitches:
+ Reverse = Less lift, earlier finger exit, reduces rotation, possible soreness to the pad side.
+ Forward = More lift, later finger exit, increased rotation, possible soreness to nail side, or broken blood vessels under the nail.
+ Left = Axis tilt enhancer if all pitches are biased left from your normal pitches, possible soreness to right side of finger tip.
+ Right = Possible soreness to left side of finger tip.
Span:
+ Span = More loft, more axis rotation, more reverse required, possible soreness; thumb tip nail side, thumb base away from nail, blood under thumb or finger nails, finger pads.
- Span = Less loft, less axis rotation, more forward may be used, possible soreness; at the crease of first knuckle on fingers away from nail, thumb knuckle nail side, blood under thumb nail (clipping), thumb side away from palm.
SPAN CHECK
With your thumb fully inserted into the ball lay your fingers across the finger holes the midway point between the first and second knuckles should be even with the edge of the hole closest to your thumb.
SARGE EASTER GRIP
Drilling middle finger fingertip while drilling ring finger conventional.
Mostly used by power players to get more consistent release, cut down some revolutions and sideroll
COKE BOTTLE TEST
This test is used as a starting point for finding your ideal Lateral Thumb Pitch. If you do not have a Coke bottle you can also use your no bowling forearm/wrist by placing your hand around the point on your arm to where your thumb almost touches your fingers.
Table:
Index finger = 1/8 lateral away from palm
Between Index and middle = 0
Middle = 1/8 lateral under palm
Between middle and ring = 1/4 lateral under palm
Ring = 3/8 lateral under palm
AFFECT OF PIN PLACMENT
Pin to PAP distance:
0" - minimum flare potential, core is in it's most stable position, earliest roll with smoothest arc.
1 1/8" - 1/3 of flare potential, stable core position, earlier roll with smooth arc.
2 1/4" - 2/3 of flare potential, semi stable core position, early roll with strong arc.
3 3/8" - max flare potential, most unstable core position, medium length with the most hook potential.
4 1/2" - 2/3 of flare potential, semi stable core position, late roll with flip/arc reaction.
5 5/8" - 1/3 of flare potential, stable core position, later roll with a flip reaction.
6 3/4" - minimum flare potential, stable core position, latest roll with strongest flip.
Remember : These reaction charcteristics are all relative to the conditions they are being used on and may not perform as expected due to burning up too early or not setting up early enough.
Pin to grip center (GC) distance: The higher the pin above grip center the more lenght you will get fot given pin to PAP distance. The placement in relation to GC also affects where the tracks of track flare intersect (bow tie). Higher pin = Higher intersection. For this reason they suggest high trackers place the pin higher above GC to reduce the risk of flaring over the finger holes.
AFFECTS OF MASS BIAS (MB) PLACEMENT
As the angle goes from 75° (strong/flip) to 0° length will be reduced and have more of an arc reaction. From 75° to 105° lenght will increase and have more of an arc reaction. Beyond 105° the reaction will keep a very similar reaction but with more length.
Remember : These only enhance the characteristics of the given ball and Pin placement and the flip (strong) position may not necessarily have the biggest backend reaction on given condition due to many other variables that affect ball reaction (bowlers specs, lane condition, etc.)
DEGREE SYSTEM
The degree system of drilling a ball is when a drill pattern is described or layed out by using the relationship between the angles of the lines from PAP to Pin and Pin to MB.
Examples: (A=PAP, P=Pin X=MB)
P-A-X is 0° P-A is 45° P-A is 90° P-A is 135° X-P-A is 180°
\ | /
X X X
These are obviously not exact but they are good enough to get the meaning across.
CLOCK/TIME SYSTEM
This system does not use the PAP for reference when desribing the layout other than in pin to PAP distance, it uses the relation between Pin and CG or Pin and MB. Pin is the hour hand and CG/MB is clock center.
Example: Pin on bridge line and CG/MB swung at out 45° to the right would be a 10:30 drilling, Stacked=12:00, 45° left swing = 1:30, etc.
This system does not give as accurate a description as the Degree System IMHO.
FORWARD PITCH
Angling of the thumbhole or finger holes where the bottom of the hole is pointed toward the center of the grip.
REVERSE PITCH
Angling of the thumbhole or finger holes where the bottom of the hole is pointed away from the center of the grip. It is used to help the thumb exit sooner; although very common, too much can cause the ball to fall off the hand early and may require increased grip pressure.
LATERAL PITCH
Left is when the bottom of the hole is biased toward the left side of the ball.
Right is when the bottom of the hole is biased toward the right side of the ball.
Used to assist in the exit timing of the ball (i.e. how fast or easily it comes off your hand); improper lateral pitch can cause blisters or sore spots on your thumb or fingers.
AXIS LEVERAGE
A drilling pattern with the Center of Gravity located on the bowler's P.A.P. and the pin in the leverage position.
STACKED LEVERAGE
It is a drilling pattern with both the pin and the cg located 3-3/8" from the bowler's P.A.P., usually requires an extra balance hole.
STATIC WEIGHTS
CENTER OF GRAVITY (CG)
The heaviest part of a bowling ball. The CG is signified by a dye mark placed on the ball by the manufacturer designating the center of the weight mass relative to the top of the ball.
NEGATIVE WEIGHT (thumb, bottom, negative side)
Weight on a ball that tends to hold back the hook and/or to get the ball into a roll earlier; bottom weight, negative side weight and thumb weight are considered negative weights.
POSITIVE WEIGHT (top, finger, positive side)
Weight on a ball that tends to enhance the hook and/or to get the ball into a roll later down the lane; top weight, positive side weight and finger weight are considered positive weights.
BALL MAINTENANCE
SANDING
These are the methods that I use;
4 Step:
1. Holes facing up, sand for 30 seconds
2. Rotate the ball 180° to where holes are facing down, sand for 30 seconds
3. Rotate the ball 90° , sand for 30 seconds
4. Rotate the ball 180°, sand for 30 seconds
6 Step
1. Same as 4 step
2. Same as 4 step
3. Same as 4 step
4. Same as 4 step
5. I use this step when I am trying to get a small length change because 1 grit smoother or courser is too big a step. I base the ball position off of my track and the desired change;
More length – sand parallel to track
Less length – sand perpendicular to track
6. Rotate the ball 180°
I find that using these 2 extra steps works better for me, when I use a bit of polish with courser grit, for slightly less length or with the current grit for more length, it becomes harder to replicate the surface.
POLISHING
I use the same ball positions as in my 4 step sanding method. I start by polishing for 30 seconds per step and adjust from there for desired reaction. If I need to remove a small amount of polish I use a white scotch bright to achieve the slight dulling affect.
CLEANING
I recommend cleaning after every session with any of the ABC approved cleaners and giving the ball a deep cleansing once a month using the soaking technique. I use Simple Green, Orange Clean, Purple Power, etc (diluted 4 parts water to 1 part cleaner) for deep cleansing. I prefer these cleaners over regular dish soap due to their increased degreasing properties.
I also prefer “Ball” cleaners for every session use due to the fact that buying actual ball cleaners helps to support the sport. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. Learn as a TEAM,progress as a TEAM and win as a TEAM To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts.
Last edited by Storm : 29-02-2008 at 07:27 PM.
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