Quote:
When the Ball is positioned at the Low Point, the two Plane Lines combine as one, but as the Ball is moved toward the Right Foot, these lines appear farther apart and the Angle of Approach becomes wider. Then, the steeper the Plane Angle (10-6), the steeper the Angle of Attack (2-N-1), the higher the trajectory and the deeper the Divot (7-6). So, Ball Location determines the Angle of Approach (2-J-3), making the Forearm motion three dimensional (2-C-0).
You sure Homer isn't referring to how the ball moves further and further back of low point as you move to progressively shorter irons? The shorter irons with their inherent steeper lie angles.
I think he's referring to how the Angle of Approach and the Angle of Attack are related. How one turns into the other as the plane angle changes. (I know, words again describing geometry , so bad!)
Say you have a perfectly horizontal plane , a mouse swinging a driver. The club head path circular but never getting off the ground, like a hula hoop lying on the ground.... Zero angle of Attack, max Angle of Approach . Now for a hula hoop standing vertical to the ground , a pure vertical plane of motion ..... you get the opposite with the club head path : Max Angle of Attack , minimal Angle of Approach.
The steeper plane angles have more down to them and less out ... meaning they create less Divergence in Path and FAce for balls played back of low point. That and the increased loft of shorter irons minimize the curve of the shot for balls played back of low point with Grip Rotation. That is to say a face that is rotated in the hands so its parallel to the plane line. Its looks like its going to be a big draw shot but the path is not all that far out to the right when you scale things and take into consideration loft .
This is why I don't bother rotating my plane in the manner described in the video above. For short irons. I just take the draw tendency into consideration when aiming my plane line .. It isn't much of a draw after all . Not as much as implied in the video. Or as JT says you can Angled Hinge it too ,swing left, like a little insurance policy against the draw. Nothing wrong with a draw but they do tend to roll out .... not something you want generally with a short iron. Sometimes maybe. If so don't angle hinge it.
If you were to play a 5 iron way back in the stance with the face squared to the target, given its plane angle , lie angle ........look out draw. The flatter plane having more associated OUT less Down. More Divergence in path and face, less loft too.
You can draw all this stuff out on paper. Geometry of the Circle . Seems to me Geometry of the Circle , D plane (not that I know anything about it), Radar , cameras are all addressing the same issue but looking at it from different perspectives . Different disciplines . There should be a lot of overlap but there could be some points of departure too. The latter doenst really bother me much. Whats wrong with "new information of all kinds" as Homer would say? But guys looking for points of departure or worse still cooking them up in a vengeful way do bother me. Its a total waste of their time and ours, the readers.
If a D plane or Flightscope or Foresight guy etc convinced me that I was missing something .....of course Id put it in play. Why not? If they convinced me of something outside of TGM? Id put it in play. If somebody thinks Im nuts to rotate the face instead of the plane ......Im all ears.
Actually if the Foresight company wishes to donate a unit for my personal testing please pm me. Ill do it gladly , pro bono even.