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Physics & Theory

Started by ego, Mar 22, 11:58 AM 2019

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ego


Physics & Theory

Assume you predict the same ball speed for each spin.
For example, the ball has 10/15 second to drop each and every time.

The only thing that varies is the rotor speed between plus or minus one pocket.
Then patterns will emerge as the rotor speed has limited speed range.

The dominant drop zone is the same as one deflector hit, no matter if one, two or three vertical deflectors hits.
Because you always pick the last hitting deflector in one particular direction to be your main reference point.
Then all other deflector hits donate ball jump into the same high probability area.

I like that idea very much because common dealer signature ball distances vary too much and do not have a limited range.
If you don't predict ball speed and use some kind of light visual ballistics into the calculation.
Then it does not matter how accurate you measuring rotor speed as you depend on similarities of ball distances.

Toby a biased player once measuring a signature that reaches 7 STDV with a wide sector around eleven numbers.
Laurance Scott replies to this topic at hes own forum board and told Toby there was no chance that was random fluctuation.
It was a true bias.
This means that there are some real visual ballistics elements to take advantage of using signatures.
I reckon when you can reach such success using distances between outcome to outcome there has to be worth it to explore signatures.

This kind of play requires that you starring into the wheel.
And I always try to find a solution around that.

But then other problems come.
Assume you can see 30% of the wheel and stand at the end of the table and predict ball speed 15 seconds before ball dropping.
Also fine checking rotor speed plus or minus one pocket.
But how do you treat the degree of tilt in this situation?
The main idea using the right reference point is to create one large wide sector where the ball lands, the high probability area, no matter what deflector hits using a two or three deflector bias.
This is not working standing at the end of the table.

Do you remember Toby? He used several different distances plus or minus one pocket on each side of the hitting numbers.
Now comes the idea to see patterns to emerge where you get several distances and you play the most frequent hitting numbers.
Sound fuzzy, but that is the only solution I can come up with standing at the very end of the table.
Covering several three pocket sectors to cover the most frequent hitting areas.
I have not tested this but maybe Firefox or General has some experience regarding solutions similar to this.

Cheers


Denial of gamblers fallacy is usually seen in people who has Roulette as last option for a way to wealth, debt covering and a independent lifestyle.  Next step is pretty ugly-
AP - It's not that it can't be done, but rather people don't really have a clue as to the level of fanaticism and outright obsession that it takes to be successful, let alone get to the level where you can take money out of the casinos on a regular basis. Out of 1,000 people that earnestly try, maybe only one will make it.

Firefox

I tried a similar thing on the 1000 ball trial in my dealers sig experiment. Dominant drop zone with two deflectors. Rotor speed 4 secs/rev  (+/-) Only thing different was release speed was more tightly controlled. 8-10 ball revs, 11-13 second spin maybe. I think one or two extra ball revs are OK as they only take  0.5 or 1 sec at the start of the spin. During this time a 4 sec rotor only moves 4.6 or 9.25 pockets. It is a shift, but the same ball park of numbers are appearing in the drop zone when the ball comes off the stator (definitely fuzzy, but workable)

I got a  scatter peak with 3 adjacent pockets being 3SD off average and the numbers around performing well. If you were to let the spin time be 10-15 seconds then the different numbers in the drop zone would very much submerge that peak, and you'll likely get uniform noise of the same magnitude across the whole wheel. But you can measure qualitatively or better quantitatively the ball release speed, so a range of speeds can be overcome either by tabulation or ignoring speeds outside the played range. Similarly, you can overcome different rotor speeds, so you should end up with a playable matrix of release speed versus rotor speed for a certain release point. Add a shift for different release points and you can have a system for most circumstance.

But, deceleration due to atmosphere and ball type, and dealer ball spin need also to be considered for the perfect system. Dealer ball spin is perhaps impossible to combat other than avoiding certain  dealers.

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