Cammegh Mercury roulette wheel ball jumps chart

Data for 118 spins Cammegh Mercury wheel, ~19mm lightweight ball.

x = rotor dspeed
y = amount of pockets jump

The data is sorted by ball amount of ball jumps.
We can see most hits at 18 pockets and 6 pockets but next to 18 there is also a significant amount of hits at 15 pockets.

Here is the same data sorted by rotor speed in pockets per second.
We can see the same results at 7 and 8 p/s but for faster and slower rotor speeds we would need more data.

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For someone who is looking for low and high tide effects on the ball jump the data was taken at times marked in red from 2 same kind of wheels.

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all of this have a ball jump between 5 and 15 pockets .

Cammegh wheel ball jumps 2

Roulette ball jumps in relationship to rotor time

all rotor times
time 3-4s rotor
3.5-5s rotor
4.2-6s rotor
5-7s rotor

The blue line shows how ball jumps change based on the rotor time.
The highest average jumps are 24 at rotor time of 5.5s.

Orange bars show 5 pockets advantage based if only narrow rotor speeds are played.
For example, the data for 3s rotor is the result of a chart with rotor limits 2.5-3.5s so 0.5s on each side.
For slower rotor, it is used 0.7s on each side.
Advantage values for 2.5-3s may be too high because of not enough data.
In such case, we can see a linear increase in advantage from 2-5.5s rotor.
It almost doubles from ~50% to 100%.

Here depends on how you calculated the advantage…because now that is only a number.

Accordingly, numbers look like if you first make the assumption that the ball will fall at place X and there it will be - the number Y…?

But this way that is what we never will have…
Plus that is counting advantage to past direction.

I calculate advantages very differently and I do not get such big numbers, but what I calculated at home and what I have really in the casino - very often match…or I know multiplicator, which must apply that will know what I can expect in the casino…

I talk about that, because after reading about such advantages other players who try to play RC or VB think, that they will have them in play… :slight_smile:

It is only possible advantage. The point is more to see change in advantage, values are less important and in reality will be smaller because it is not perfectly positioned. Final advantage also depends on accuracy of predicting the drop point.

Sure it depends if we predict firstly drop point and then predict or add something as scattering. All what we do influences accuracy… Measuring, calculation algorithm, ability predict scattering…

Some parts as measuring - we really can’t do it better… I think.
But in algorithms and in decisions on data ( scattering ) - I feel that we are still far from what can be…theoretically…

Cammegh uses Rss in the newest weels. They explain Rss at there site.

Sorry RRS the link:
https://www.cammegh.com/our-products/roulette-wheels/mercury-360-rrs/

@Max Thanks for the link.

Just want to confirm one thing, is this jump distance where the ball strike the diamond to the final landing number? it is not the strike number to final number right?

I take jumps from the number where it drops on the rotor.

In analyzing scattering data is better to have two numbers “hit- drop” and " drop- stop" and make from them some correlation chart or matric. If looking only at to “drop-stop” distance that is the same as mixing data from several wheels…

So since the ffz predict the number where it hit the diamond, how would you enter the ball jump to the ffz using the data you got?

Why FFZ “predicts the number where it hit the diamond.” ? FFZ does nothing predict it only calculates and gives some signals. Predict - player.

Got it, normally whats the drop to strike distance on average relationship distance of rotor speed?

It depends not so much on rotor speed but on the ball orbit in which it falls on the rotor…
Not see practical value in knowing the average distance…

So my reasoning is that the time of drop to strike the rotor affect by

  1. Air pressure (higher presure will mean the ball drops faster compare to a base air pressure)
  2. Tilt of the wheel (a heavily tilted wheel will casue the ball to hit the middle part of the diamond instead of sliding past the tip of the diamond, as a result, the drop point to the strike point would be shorter)
  3. The ball type used. A heavier ball would produce a more stable drop to strike distance)
  4. A bigger ball would have a bigger contact area to the diamond so drop to strike will be more stable)
  5. Cammegh wheel is likely to have diamonds shape and height level with more stable drop to strike

Please let me know if i am wrong

All that you point simply leads to an orbit in which the ball falls. So what change that we know the reason why is such orbit or another?
We still do not know that before spin…Of course, if we know how to play against big balls but have problems with small and easy ones - we simply do not play with such wheels.
The same with air conditions or tilted wheels - we play what we know best hot that to do, but for others maybe all is the direct opposite, and some others maybe like a more easy and small ball or different air conditions.
Say to me is more comfortable to play clockwise ball direction, but that is only to me…

At all what you wrote is some global things, not sure how they affect, and for every player that effect can be different…

What if we take the time of last 1 or 2 ball rotations and look distance to the final stop based on it?