Rules for Calculating the Point of Aim


The point of aim is expressed as a percent.  Multiplying that percent by the radius of the ball gives one the distance from the center of object ball to the point of aim.  Thus, if the value is 100%, the point of aim is one radius from the center of the object ball – that is, the outside edge of the object ball.

The decimal can range from 0%, for a direct hit, to 200%, for the thinnest possible hit.

1.  The BASIC, GEOMETRIC RULE

The point of aim, if there were no friction, (and if the cue ball was very far from the object ball) would be (2 x Sin A) radii from the center of the object ball, converted to a percentage, where A is the angle between the line through the centers of the object ball and the cue ball, and the line through the object ball and the pocket.

Sin A is equal, then, to the following two ratios:

(1) The perpendicular distance of the pocket from the line through the centers of the cue ball and the object ball, divided by the distance from the object ball to the pocket.

(2) The perpendicular distance of the cue ball from the line through the center of the object ball and the pocket, divided by the distance from the object ball to the cue ball.

Sometimes the first calculation is easier, and sometimes the second is.

Estimating the distances between the object ball and the pocket, or between the object ball and the cue ball, is not too difficult.  Estimating the relevant perpendicular distance is sometimes trickier.  So here are some ideas.

Using Ratio 1:  How can one measure the perpendicular distance from the pocket to the line through the centers of the cue ball and the object ball?

 One can go down to the vicinity of the pocket, place the cue on the line passing through the center of the cue ball and the center of the object ball, and then estimate the distance between the cue and the pocket.

Using Ratio 2:  How can one measure the perpendicular distance from the cue ball to the line through the center of the object ball and the pocket?

Looking towards the pocket, place the cue on the line passing through the center of the object ball and the pocket, and then estimate the distance between the cue and the cue ball.

         A third method involves a ratio that is defined using the line that runs down the center of the table through the head spot and foot spot.

Using the Center Line Ratio: 

Find the point where the line through the object ball and the cue ball intersects the centerline that runs through the spots on the table.  Estimate the distance, first, from that point to the object ball, and then secondly, the perpendicular distance from that point to the line through the pocket and the object ball, and then divide the latter distance by the former.  (Placing one’s cue on the table along the line from the object ball to the pocket should help one estimate the relevant perpendicular distance.

         A final method can be used in cases where the line through the cue ball and the object ball is nearly parallel to one of the cushions.  This method can be used in two ways.

(1) When the line through the cue ball and the object ball is nearly parallel to one of the cushions, the perpendicular distance between that line and the pocket will be virtually equally to the distance between the pocked and the point on the rail through which the line through the centers of the cue ball and the object ball passes.  So divide the latter distance by the distance from the object ball to the pocket.

(2) Alternatively, one can make a parallel calculation from the cue ball side.  Looking towards the pocket, determine the distance between the following two points: (a) the point where a line from the object ball to the cue ball intersects the near rail, and
(b) the point where a line from the pocket to the object ball intersects the near rail.  That distance is the relevant “perpendicular distance”.  Then divide that distance by the distance from the object ball to the same rail along the line from object ball through the cue ball.

2.  The DISTANCE CORRECTION RULES

(1) If 2 x Sin A ≥ 100%, add 2/distance between the edges of the balls measured in ‘basic units’ where a basic unit is equal to one tenth of the distance between adjacent diamonds.

(2) If 2 x Sin A < 100%, multiply (2 x Sin A) by 2/distance between the edges of the balls measured in basic units as just defined.

3.  The THROW FACTOR ADDITION RULES

For this correction, use one of the following two rules:  

Medium or hard shots:   20% of (2 x Sin A), or 11%, whichever is less.    

Soft shots:                         20% of (2 x Sin A), or 16%, whichever is less. 

This factor represents the 'throw' effect due to friction between the cue ball and object ball at contact.  This force of friction acts in a direction perpendicular to the line joining the center of the object ball and the cue ball at the point of contact and reduces the angle at which the object ball sets off towards the pocket.  Moving the point of aim further from the center of the object ball corrects for the effect of this force.

Note:  Shots on the rail cannot be hit at the proper impact point because of the rail.  To compensate for this, using running English.

 


AN APPROXIMATE METHOD

         A simpler method, which is quite good provided that the cue ball and object ball are at least two diamonds apart, is as follows:

(1) Calculate Sin A.

(2) Double that value.

(3) Add 20%.

         The rationale for the approximate method is as follows:

1.  The value of the increase associated with the distance from the object ball to the cue ball is between 3% and 10%, as long as the distance from the object ball to the cue ball is at least two diamonds.

2. The value of the increase associated with the throw effect is between 11% and 20%.

3.  So the increase associated with the two factors together ranges from a minimum of 14% to a maximum of 30%, as long as the distance from the object ball to the cue ball is at least two diamonds.

4.  So the approximation method will never be in error by more than 10%, as long as the distance from the object ball to the cue ball is at least two diamonds.