Reference

Golf Simulator Glossary

Understanding simulator data is key to improving your game. This glossary covers all the terms you'll encounter when using launch monitors and simulators.

Ball Flight Data

Ball Speed
The velocity of the golf ball immediately after impact, measured in miles per hour (mph). Higher ball speed generally results in greater distance. Tour pros typically achieve 165-180 mph with a driver.
Launch Angle
The vertical angle at which the ball leaves the clubface relative to the ground, measured in degrees. Optimal launch angle varies by club - typically 10-15 degrees for drivers, higher for irons.
Spin Rate
The rate at which the ball rotates after impact, measured in revolutions per minute (RPM). Affects ball flight shape and stopping power. Driver spin is typically 2000-3000 RPM; wedges can exceed 10,000 RPM.
Carry Distance
The distance the ball travels through the air before first landing. This is the most consistent distance measurement as it's unaffected by ground conditions.
Total Distance
The complete distance the ball travels including roll after landing. Varies significantly based on ground firmness and slope.
Apex Height
The maximum height the ball reaches during its flight, measured in feet or yards. Higher apex generally means softer landing with less roll.
Spin Axis
The tilt of the ball's spin axis relative to vertical, measured in degrees. Determines curve direction - positive values indicate fade/slice, negative values indicate draw/hook.
Descent Angle
The angle at which the ball approaches the ground at landing. Steeper descent angles (higher numbers) typically result in less roll and more stopping power.

Club Data

Club Speed
The velocity of the clubhead at the moment of impact, measured in mph. Primary factor in generating ball speed. Tour average with driver is around 113 mph.
Attack Angle
The vertical direction the clubhead is moving at impact - positive means hitting up on the ball, negative means hitting down. Drivers typically require positive attack angle for optimal launch.
Club Path
The horizontal direction the clubhead is traveling at impact relative to the target line. Positive path goes right of target (in-to-out), negative goes left (out-to-in).
Face Angle
The direction the clubface is pointing at impact relative to the target line. Combined with club path, determines initial ball direction and spin axis.
Face to Path
The difference between face angle and club path. This relationship primarily determines the ball's curve - face open to path creates fade/slice spin.
Dynamic Loft
The actual loft of the clubface at impact, which differs from the club's static loft due to shaft lean and face position. Affects launch angle and spin.
Smash Factor
The ratio of ball speed to club speed, indicating efficiency of energy transfer. Optimal driver smash factor is around 1.50 (ball speed 1.5x club speed).
Impact Location
Where on the clubface the ball makes contact. Center strikes produce optimal ball speed and consistency; off-center hits lose distance and accuracy.

Simulator Technology

Radar-Based
Tracking technology using Doppler radar to measure ball and club data. TrackMan is the most well-known example. Excellent for tracking full ball flight.
Photometric
Camera-based tracking that captures high-speed images at impact to measure ball and club data. GCQuad uses this technology. Excellent for detailed impact data.
Launch Monitor
A device that measures ball and club data during a golf swing. Can be radar-based, camera-based, or hybrid. The core technology in all golf simulators.
Dual Tracking
Systems that use multiple technologies (often infrared + radar) to capture comprehensive data. Full Swing simulators use this approach.
Overhead Camera
Camera systems mounted above the hitting area. Uneekor uses this approach, which keeps the hitting area clear of equipment.
Ball Marking
Some systems require specific markings or dots on the ball for accurate spin measurement. Many modern systems no longer require this.

Simulator Features

Course Library
The collection of virtual golf courses available to play on a simulator. Libraries range from 30 to 200+ courses depending on the system and subscription.
Practice Range
A simulator mode for hitting balls with full data feedback without playing a course. Often includes target games and challenges.
Multiplayer
The ability for multiple players to compete on the same simulator, taking turns. Most simulators support 4-8 players per bay.
Shot Tracer
Visual representation of the ball's flight path displayed on screen. Helps visualize shot shape and trajectory.
Replay
Video playback of your swing, often synced with ball flight data. Useful for swing analysis and instruction.
Normalization
Adjusting simulated conditions (altitude, temperature, humidity) to match real-world playing conditions or a standard baseline.

Venue & Booking Terms

Bay
An individual simulator unit, typically including the screen, hitting mat, and launch monitor. Venues are often described by number of bays.
Peak Hours
High-demand time slots, typically evenings and weekends. Usually priced higher than off-peak times.
Off-Peak
Lower-demand time slots, typically weekday mornings and early afternoons. Often available at discounted rates.
Block Booking
Reserving multiple consecutive hours, often at a discounted rate. Common for leagues or extended practice sessions.
Walk-In
Arriving without a reservation to use a simulator if available. Availability varies by venue and time.

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