The throw
The three timed meters, the hook, and the physics values behind the ball and pins.
A throw is three timed decisions and then real physics.
The three meters
Each meter sweeps back and forth and the player taps to lock it in.
| Meter | Setting | Default | Sets |
|---|---|---|---|
| Direction | DirectionHz | 0.34 | The aim angle |
| Power | PowerHz | 0.46 | The ball's speed |
| Spin | SpinHz | 0.41 | How much the ball hooks |
The Hz value is how fast the bar sweeps. Higher is faster and harder; lower is slower
and easier. The shipped values make direction the most forgiving and power the least, which
is the right ordering: missing the line matters more than missing the speed.
Ranges
| Field | Default | Meaning |
|---|---|---|
MaxAngleDeg | 45 | Widest aim, left or right |
PowerMin | 28 | Ball speed at the lightest tap |
PowerMax | 60 | Ball speed at full power |
SpinMax | 1.0 | Maximum hook, where 0 is none |
StrafeRange | 2.5 | How far the bowler may step sideways before throwing |
The gap between PowerMin and PowerMax is how much a soft throw differs from a hard one.
Narrowing it makes power matter less, which makes the game easier and duller in equal
measure.
The hook
CurveForce = 40,
CurveDurationSeconds = 1.2,
After release the ball is pushed sideways for CurveDurationSeconds with CurveForce,
scaled by the spin the player set. Bigger values give a sharper, longer hook.
That is what makes an approach from the outside line viable, and it is the setting to raise if experienced players say the game feels flat.
Ball and pin physics
These are real Roblox physics values applied to your parts.
| Field | Default | What it changes |
|---|---|---|
BallDensity | 5 | Ball weight. Heavier ploughs through pins |
BallFriction | 0.35 | Grip on the lane. Too high and it stalls |
BallElasticity | 0.05 | Bounce. Keep near zero |
PinDensity | 3 | Pin weight. Heavier topples solidly |
PinFriction | 0.4 | How far pins slide once hit |
PinElasticity | 0.05 | Keep near zero so pins do not bounce upright |
The ball to pin weight ratio is what makes a strike look like a strike. Push it far apart and the simulation gets unstable: a very heavy ball makes pins explode across the room, a very light one bounces off the head pin.
5 against 3 is the tuned pair. Change both together if you change either.
Where the camera comes from
The throw camera is not a setting. It follows the camera mount part placed in the lane model in Studio.
To reposition it, move the part. That keeps the camera correct per lane, which a global setting could not do for an alley whose lanes face different directions.
Ball spawn
BallSpawnOffset = Vector3.new(0, 0, 0),
A nudge applied to where the ball appears. Usually zero; it exists for a lane model whose ball return sits slightly off the line.
Tuning order
If the throw does not feel right, change things in this order and test after each:
PowerMinandPowerMax, the range of a throwCurveForce, how much a hook actually bendsBallDensityagainstPinDensity, how the pins react- The three
Hzvalues, how hard the meters are
Doing it in the other order means retuning the meters against a ball whose behaviour you then change.
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