Huxley roulette wheel 1000 spins/ 20mm ball scatter CW

Hello fellow AP’s,
Just a few quick questions to those who play both RC and VB.
When tracking wheels, say that we have our scatter graph according to certain wheel speeds. Now, how do we determine the wheel speed if we are playing with an RC? Ive thought about it, and the only conclusion ive come up with is that RC users just look at the wheel and if the speed looks about right, they play it (if they are familiar with the particular wheel speeds scatter pattern).
Also, with the correlation between wheel speeds and scatter being so intricate, how many pockets extra can we allow when tracking? say for example we are tracking the scatter for a 4 second rotor. We do our timings in 2 second-half rotor intervals. Say that we have 2seconds+2 pockers (so 20 pockets in 2 seconds) should we disgregard this as another wheel speed and only scout an EXACT 4 second rotor?

I should be more clear about the wheel speed part, with VB we can use headcount, however with RC generally we generally do not have as much time as VB to do our calculations. Or is headcount a MUSt when using an RC in order to determine the optimal rotor speed?

Hello fellow AP's, Just a few quick questions to those who play both RC and VB. When tracking wheels, say that we have our scatter graph according to certain wheel speeds. Now, how do we determine the wheel speed if we are playing with an RC? Same as when building the graph. This graphs were made only estimating rotor speed. Spinning slower build one graph spinning faster built the other one. When playing it is natural to notice rotor speed with that range. Nobody ever built graph 2-2.5 s then 2.5-3 sec then 3.3.5 sec etc. or perhaps even with better resolution. Each of this graphs took ~1000 spins.

I do not believe in any way should make adjustment different then
shifting point A to B. never A to C.

Do not get confused with some con artists explanation.

image

Red graph on this picture is Genuine winner video analyzed. His prediction vs. number on rotor where the ball drops. As you can see it’s random however he claimed his computer know where the ball will jump therefore he got good final results. Fist he claimed the computer is so accurate that it knows how the ball will hit deflectors a and form that it calculates the jump. Of course it was nonsense. After I published this graphs he changed it to; his computer does it based on rotor speed.

Sadly all spins at his video were very slow so that was just another bullshit. 5.5 or 6 sec rotor doesn’t make any difference in ball jump. If the computer is building a scatter gram form predicted number and final ball stop it is even worst since the graph will need more than 100 spins to show any change.
Regardless of the others I am prepared to listen but I simply do not have a better solution.

Ive thought about it, and the only conclusion ive come up with is that RC users just look at the wheel and if the speed looks about right, they play it (if they are familiar with the particular wheel speeds scatter pattern). Also, with the correlation between wheel speeds and scatter being so intricate, how many pockets extra can we allow when tracking? say for example we are tracking the scatter for a 4 second rotor. We do our timings in 2 second-half rotor intervals. Say that we have 2seconds+2 pockers (so 20 pockets in 2 seconds) should we disgregard this as another wheel speed and only scout an EXACT 4 second rotor?

I should be more clear about the wheel speed part, with VB we can use headcount, however with RC generally we generally do not have as much time as VB to do our calculations. Or is headcount a MUSt when using an RC in order to determine the optimal rotor speed?

If you want to test rotor for 4 sec then set the FFz to timer 4 sec and time the rotor.
If the rotor makes close to one rotation that’s the spin for your data.

[attachimg=1]

The graph represents how far in pockets the ball bounces after it first impacts the frets.
(Coefficient of Restitution test)

Please note, this graph does not represent the scatter from the first deflector struck.

The graph is NOT smoothed.

Huxley Saturn Wheel with moveable fret ring. DOUBLE ZERO 673 Spins 1/2" ball, dense.
This is a LIVE wheel in use in a real casino.
The wheel speed was 2.2 to 2.5 sec. per rev.
The graph is a standard deviation graph.

High 57 0 57 9.46
Low 3 0 3 -3.54

Chance of
random (1/x) 3.009E+76 3.009E+76
Chi square 473.83 473.83

Average 17.71 #DIV/0! 17.71
Break even 18.69 0.00 18.69

80% hi conf. 28.09 #DIV/0! 28.09
95% hi conf. 30.17 #DIV/0! 30.17
80% low conf. 7.33 #DIV/0! 7.33
95% low conf. 5.25 #DIV/0! 5.25

Best ratio 11.81 11.81
Worst ratio 224.33 224.33

Thanks

Is it as ~40 hits at position 2?

19 14 14 48.07 -0.89
20 11 11 61.18 -1.62
21 9 9 74.78 -2.10
22 12 12 56.08 -1.38
23 5 5 134.60 -3.06
24 4 4 168.25 -3.30
25 5 5 134.60 -3.06
26 4 4 168.25 -3.30
27 3 3 224.33 -3.54
28 6 6 112.17 -2.82
29 6 6 112.17 -2.82
30 6 6 112.17 -2.82
31 3 3 224.33 -3.54
32 4 4 168.25 -3.30
33 7 7 96.14 -2.58
34 9 9 74.78 -2.10
35 10 10 67.30 -1.86
36 17 17 39.59 -0.17
37 18 18 37.39 0.07
0 33 33 20.39 3.68
1 52 52 12.94 8.26
2 57 57 11.81 9.46
3 54 54 12.46 8.74
4 49 49 13.73 7.53
5 31 31 21.71 3.20
6 37 37 18.19 4.65
7 32 32 21.03 3.44
8 21 21 32.05 0.79
9 22 22 30.59 1.03
10 16 16 42.06 -0.41
11 18 18 37.39 0.07
12 11 11 61.18 -1.62
13 23 23 29.26 1.27
14 12 12 56.08 -1.38
15 10 10 67.30 -1.86
16 14 14 48.07 -0.89
17 13 13 51.77 -1.13
18 15 15 44.87 -0.65

Total 673 0 673

High 57 0 57 9.46
Low 3 0 3 -3.54

Chance of
random (1/x) 3.009E+76 3.009E+76
Chi square 473.83 473.83

Average 17.71 #DIV/0! 17.71
Break even 18.69 0.00 18.69

80% hi conf. 28.09 #DIV/0! 28.09
95% hi conf. 30.17 #DIV/0! 30.17
80% low conf. 7.33 #DIV/0! 7.33
95% low conf. 5.25 #DIV/0! 5.25

Best ratio 11.81 11.81
Worst ratio 224.33 224.33

After 673 spins, the ball finally came to rest just TWO pockets from the point that the ball first impacted the fret ring 57 times.
Often times, we collect a regular scatter profile from the point of first deflector smack. However, I feel that it’s also important to sometimes measure just how far the ball is traveling from the first fret impact as well.

At the faster speeds that we tested, it’s easy to see why this model of wheel is a favorite among VB players.

-Snowman

Hi Snow,

One question.You Mention that it’s clear to see why it’s a favourite to play among vb players. Was this a 1 pin wheel?
If not was scatter the same on all the deflectors? If so then if we cannot determine which deflector will hit, it’s not great to play. This is what i found on a local wheel with medium ball (drops dead) 4-6 pocket scatter on average but random deflector hit.

In Jafco’s method if you play 3 pin wheel you would play the deflector last in that direction. If however the scatter is only 4-6 pockets one ends up short or long if our deflector does not hit. There are no overlapping sectors either.

I don’t think you’re understanding the data that I have posted.

This is how far the ball bounced after having impacted the ROTOR, not the frets. Whether the wheel has one point, two points, etc is irrelevant.

Was all this data at the same rotor speed? If so, how fast?

[quote=“Snowman, post:28, topic:361”]I don’t think you’re understanding the data that I have posted.

This is how far the ball bounced after having impacted the ROTOR, not the frets. Whether the wheel has one point, two points, etc is irrelevant.[/quote]

I see what you are saying. Yet, on a level wheel it would still be no good for us “non-level” wheel players right? That is what’s so frustrating. You find a wheel with a heavy medium ball (little scatter) but then get random deflector hits. The wheel I’m referring to have 16 deflectors. I’m damn sure both touchbet wheels are bias as hell hence them only using large and medium balls. Both heavy. Rotor speeds are also very slow. 5-6 second wheels.