Over the past few years myself and other users have noticed the flightscope spin axis didn’t feel right. For example you could have a full wedge in and it would banana hook or fade producing frustrating and unrealistic simulated shots.
This issue wasn’t isolated to tgc2019. In a few other simulators (games) I own I experienced the same effect, however strangely it never occurred in fs golf or fs skills.
recently I read a post that indicated the solution to the issue I have been having with golf simulators for the past 18 months, spin axis issues. It was explained that fs have their own flight model and the spin axis result is for their flight model. However, as each simulator has their own flight model potentially the fs spin axis is not suitable as a raw feed into golf simulators not using the fs flight model.
One of the other simulator brands this week decided to take the fs offline (miss left/right) measurement that is provided by fs devices. Using the offline parameter they produced an algorithm based on their in game flight model to produce the spin axis required for their game to miss offline the reported amount (assume this includes many other inputs from fs ball model; carry, back spin, ball speed). The results are outstanding and over night my issue has gone away with ball flight matching that of fs golf.
this could also be achieved in tgc 2019. As the fs interface is source code that protee have control over they could use the offline number to produce a spin axis that results in the correct offline (miss left/right) distance (from centre) for the tgc 2019 flight model. This fix being implemented would be a great improvement for all fs users and would enable us to achieve fs golf level ball flight within tgc2019.
I hope someone with the power to make this happen reads this post.
This issue wasn’t isolated to tgc2019. In a few other simulators (games) I own I experienced the same effect, however strangely it never occurred in fs golf or fs skills.
recently I read a post that indicated the solution to the issue I have been having with golf simulators for the past 18 months, spin axis issues. It was explained that fs have their own flight model and the spin axis result is for their flight model. However, as each simulator has their own flight model potentially the fs spin axis is not suitable as a raw feed into golf simulators not using the fs flight model.
One of the other simulator brands this week decided to take the fs offline (miss left/right) measurement that is provided by fs devices. Using the offline parameter they produced an algorithm based on their in game flight model to produce the spin axis required for their game to miss offline the reported amount (assume this includes many other inputs from fs ball model; carry, back spin, ball speed). The results are outstanding and over night my issue has gone away with ball flight matching that of fs golf.
this could also be achieved in tgc 2019. As the fs interface is source code that protee have control over they could use the offline number to produce a spin axis that results in the correct offline (miss left/right) distance (from centre) for the tgc 2019 flight model. This fix being implemented would be a great improvement for all fs users and would enable us to achieve fs golf level ball flight within tgc2019.
I hope someone with the power to make this happen reads this post.
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