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Tracking sector to sector

Started by toey, February 02, 2009, 06:39:03 AM

0 Members and 1 Guest are viewing this topic.

toey

Hey all,

I read about this system on the internet and thought it was interesting, but can't find where it is again. Anyway, what you do is divide the wheel into sectors. So for example you can divide it into four sectors. Next, start keeping a record of which sector the ball lands in when thrown from a particular sector.

An example would be, if the ball is thrown from sector A 20 times and 14 of those times it lands in sector B, then next time it is thrown from sector A you would bet sector B.

Any thoughts?

lucky_strike

QuoteSo for example you can divide it into four sectors. Next, start keeping a record of which sector the ball lands in when thrown from a particular sector.

Nice toey.
You could call it light VB.

If you remember the name i can google it for you or you can back track the web history on your browser.

QuoteAn example would be, if the ball is thrown from sector A 20 times and 14 of those times it lands in sector B, then next time it is thrown from sector A you would bet sector B.

Well thats an idea but i don't think its done that way or is it?

You should continue this because almost any thing you find on this forum is "static" sectors or sections and pocket distance, they call them Matrix and hubba bubba, so you are moving into the correct way of thinking, nice to see that...

Kelly show me one method and you can find it at nolinks://vlsroulette.com/roulette-physics/
Its basics but you can add any-thing to it and make it work for you with your ideas...


Cheers LS

toey

Thanks for your reply mate.
Unfortunately I was at an internet cafe, just googling 'roulette physics' and went to like the 11th page of results or something, but other than that I don't have any way of finding it again  :(

Jish

Quote from: Lucky Strike on February 02, 2009, 06:59:19 AM
Nice toey.
You could call it light VB
Cheers LS

Interesting, it could work if you could lay bets fast enough, the question is can you?

lucky_strike

Any one can divide the wheel into sectors.
I did and that is how I a long time ago learn the numbers on the number-ring.

One thing I notice regarding release point from the dealer is that they never release the ball from all the sectors in 20 trails, if we call that one session before dealer change.

There is always 3 to 4 sectors left, un-hit as release point.
I divide into 12 from 0 to 11, three numbers sectors.

0 XXXX
1 XXX
2 XXXXXX
3
4
5 X
6 XX
7
8 X
9
10 XX
11 X

Then I look at the result, outcome and find that 11, 10 and 9 next to the dominant release are was dominant.

Release sectors.

0 XXXX
1 XXX
2 XXXXXX

Outcome sectors.

9 XXX
10 XXXX
11 XXXX

11 10 9 8 7 6 5 4 3 2 1 0 11 10 9 8 7 6 5 4 3 2 1 0
               

Well I guess there is some kind of correlation if the release points has limits and effect the outcome to some extand

Other things that matters and is a part of it is the tilt of the wheel.
How the spreed is regarding how many revolotuions the ball makes and rotor speed.

I don´t think any one can build an dealer signature or light vb method regarding this.
But I do belive in the following that it can be an reason towards why some "distance" are getting more dominant then others.
An reason toward why some large groups of numbers hit more frequent then others as you can see above.


I guess that this can be an correlation toward why some groups of numbers get an light or strong bias.
If we skip the tought of that there is an defect on the device.

The conclusion would be that if there is an NORM to every-thing.

One group of key revoloutions of the ball.
One group of key rotations of the number-ring.
One group of key release points of numbers.
One group of key deflectors frequent hitting.

I guess that some-times they have some kind of correlation that create towards some large groups being more present then others.

Local attractors in chaos theori.

One option would be - Bias with hot numbers count - but then again it would be to late as there takes 15 to 20 trails to find an significant change and then there is an dealer change.

But lets assume there is three deflectors hitting frequent but two of does are dominant at 7 out of 10 or more.
Lets assume there is around two groups of revolotions that is the norm around 17 18 19 and 19 20 21.
Lets assume there is around 8 dominant release points.
Lets assume there is groups of rotor speeds at clock-wise directon around 3.0 3.5 where some repeats for the next clock-wise derection from the previos one.

I actualy don´t know what I am talking about I just let it all out as brain-storming.

LS



lucky_strike

I like the idea in the origianal post.

QuoteAnyway, what you do is divide the wheel into sectors. So for example you can divide it into four sectors. Next, start keeping a record of which sector the ball lands in when thrown from a particular sector.


Four sectors with 9 numbers.

Then we track the dominant release.
Then we track the dominant outcome sectors.

Question there has to be some dominant distance an correlation, thinking repeats or bi-modal effect.

This is how I would track it.

First I would take the release sectors 1 2 3 4 and outcome sectors 1 2 3 4.

Release to the left outcome to the right.

1 1
2 1
2 2
1 3
2 2

This would be an great way to find if "distance" has some kind of correlation with relation from release to outcome sectors.

This is one easy way as we dont use tilt, rotor with our measurments.

LS



lucky_strike


This is what you want to look for.

Patterns.

1) Repeats.
2) Bi-modal effect.
3) Three-modal effect.

Good luck for does who like to experiment.

LS

lucky_strike


Here is the bias flat betting 200 spins where the ball is released from 0 at all times.
This show you how the correlation of distance can be very effective.



LS

lucky_strike

Lets test this and see what happens if we have four sectors and we only release the ball from the same sector.

Huxley 18mm ball with rotor around 3.0

[table=]
Spin, Release, Outcome, Sector,
1,   0,   12, 1
2,   0,   26, 1
3,   0,   26, 1
4,   0,   32, 1
5,   0,   17, 2
6,   0,   14, 4
7,   0,   34, 2
8,   0,   36, 2
9,   0,   27, 2
10,   0,   29, 4
11,   0,   23, 3
12,   0,   27, 2
13,   0,   29, 4
14,   0,   16, 3
15,   0,   11, 2
16,   0,   34, 2
17,   0,   28, 4
18,   0,   27, 2
19,   0,   16, 3
20,   0,   25, 2
21,   0,   29, 4
22,   0,   17, 2
23,   0,   13, 2
24,   0,   32, 1
25,   0,   20, 4
26,   0,   11, 2
27,   0,   31, 4
28,   0,   24, 3
29,   0,   36, 2
30,   0,   34, 2
31,   0,   7, 4
32,   0,   26, 1
33,   0,   31, 4
34,   0,   9, 4
35,   0,   36, 2
36,   0,   24, 3
37,   0,   29, 4
38,   0,   13, 2
39,   0,   6, 2
40,   0,   32, 1
41,   0,   22, 4
42,   0,   10, 3
43,   0,   15, 1
44,   0,   16, 3
45,   0,   3, 1
46,   0,   3, 1
47,   0,   20, 4
48,   0,   19, 1
49,   0,   22, 4
50,   0,   35, 1
51,   0,   6, 2
52,   0,   24, 3
53,   0,   30, 3
54,   0,   12, 1
55,   0,   9, 4
56,   0,   17, 2
57,   0,   13, 2
58,   0,   14, 4
59,   0,   1, 3
60,   0,   20, 4
61,   0,   19, 1
62,   0,   34, 2
63,   0,   15, 1
64,   0,   3, 1
65,   0,   3, 1
66,   0,   21, 1
67,   0,   2, 2
68,   0,   26, 1
69,   0,   11, 2
70,   0,   12, 1
71,   0,   0, 1
72,   0,   25, 2
73,   0,   22, 4
74,   0,   31, 4
75,   0,   14, 4
76,   0,   24, 3
77,   0,   5, 3
78,   0,   21, 1
79,   0,   14, 4
80,   0,   12, 1
81,   0,   11, 2
82,   0,   29, 4
83,   0,   1, 3
84,   0,   8, 3
85,   0,   22, 4
86,   0,   1, 3
87,   0,   7, 4
88,   0,   21, 1
89,   0,   5, 3
90,   0,   22, 4
91,   0,   1, 3
92,   0,   2, 2
93,   0,   34, 2
94,   0,   16, 3
95,   0,   24, 3
96,   0,   17, 2
97,   0,   34, 2
98,   0,   32, 1
99,   0,   32, 1
100,   0,   10, 3
[/table]

Copy and paste:

12
26
26
32
17
14
34
36
27
29
23
27
29
16
11
34
28
27
16
25
29
17
13
32
20
11
31
24
36
34
7
26
31
9
36
24
29
13
6
32
22
10
15
16
3
3
20
19
22
35
6
24
30
12
9
17
13
14
1
20
19
34
15
3
3
21
2
26
11
12
0
25
22
31
14
24
5
21
14
12
11
29
1
8
22
1
7
21
5
22
1
2
34
16
24
17
34
32
32
10


lucky_strike


[table=]
Spins, Release, Outcome, Sector
1,   0,   10,
2,   0,   5,
3,   0,   29,
4,   0,   26,
5,   0,   1,
6,   0,   34,
7,   0,   8,
8,   0,   29,
9,   0,   8,
10,   0,   32,
11,   0,   33,
12,   0,   10,
13,   0,   0,
14,   0,   6,
15,   0,   29,
16,   0,   12,
17,   0,   3,
18,   0,   30,
19,   0,   2,
20,   0,   36,
21,   0,   34,
22,   0,   21,
23,   0,   36,
24,   0,   21,
25,   0,   12,
26,   0,   28,
27,   0,   19,
28,   0,   7,
29,   0,   10,
30,   0,   17,
31,   0,   35,
32,   0,   14,
33,   0,   18,
34,   0,   28,
35,   0,   26,
36,   0,   34,
37,   0,   13,
38,   0,   4,
39,   0,   6,
40,   0,   3,
41,   0,   32,
42,   0,   4,
43,   0,   35,
44,   0,   24,
45,   0,   24,
46,   0,   32,
47,   0,   7,
48,   0,   12,
49,   0,   30,
50,   0,   22,
51,   0,   3,
52,   0,   35,
53,   0,   36,
54,   0,   24,
55,   0,   25,
56,   0,   25,
57,   0,   17,
58,   0,   30,
59,   0,   28,
60,   0,   23,
61,   0,   26,
62,   0,   23,
63,   0,   9,
64,   0,   33,
65,   0,   21,
66,   0,   14,
67,   0,   7,
68,   0,   8,
69,   0,   24,
70,   0,   24,
71,   0,   32,
72,   0,   20,
73,   0,   16,
74,   0,   2,
75,   0,   22,
76,   0,   15,
77,   0,   1,
78,   0,   15,
79,   0,   5,
80,   0,   26,
81,   0,   1,
82,   0,   33,
83,   0,   35,
84,   0,   26,
85,   0,   10,
86,   0,   27,
87,   0,   16,
88,   0,   11,
89,   0,   23,
90,   0,   15,
91,   0,   10,
92,   0,   33,
93,   0,   6,
94,   0,   13,
95,   0,   26,
96,   0,   16,
97,   0,   22,
98,   0,   25,
99,   0,   29,
100,   0,   31,
[/table]

Copy and paste:

10
5
29
26
1
34
8
29
8
32
33
10
0
6
29
12
3
30
2
36
34
21
36
21
12
28
19
7
10
17
35
14
18
28
26
34
13
4
6
3
32
4
35
24
24
32
7
12
30
22
3
35
36
24
25
25
17
30
28
23
26
23
9
33
21
14
7
8
24
24
32
20
16
2
22
15
1
15
5
26
1
33
35
26
10
27
16
11
23
15
10
33
6
13
26
16
22
25
29
31


lucky_strike

I put in the sectors soon.

Well now we have to divide the wheel into four sectors.
One sector has to come with zero.

[disc]12 35 3 26 0 32 15 19 4 21 30 8 23 10 5 24 16 33 1[/disc]

I cant get the wheel with numbers so here they are.

1) 12 35 3 26 0 32 15 19 4 21

2) 2 25 17 34 6 27 13 36 11

3) 30 8 23 10 5 24 16 33 1

4) 20 14 31 9 22 18 29 7 28

LS

lucky_strike


The second thing i would like to test is Local Attractors.

If every sector has 9 pockets they all will not hit.

Lets assume there is an correlation that looks like this.

1
2 xxx
3 x
4
5 xxx
6 xx
7 x
8
9 x

Just brain storming a littel...

lucky_strike

Do we use the release to get patterns or do we use the outcome to get pattern, no idea.
Just wanted to do a quick test with 423 where three hit the same half of the wheel.
Repeats and bi-modal effect between release and patterns them self.

1
1 Repeat
1 Repeat
1 Repeat
2 No pattern.
4 Oppisite effect
2 Oppisite effect or back to back.
2 Repeat
2 Repeat
4 Oppisite effect.l
3 Triangual effect or Oppisite effect with release 1-3
2 Triangual effect 432
4 Triangual effect 324  or oppisite effect 2-4
3 Triangual effect 243 or oppisite effect with release 1-3
2 Triangual effect 432
2 Repeat
2 Repeat
4 Oppisite effect
2 Oppisite effect or back to back
3 Triangual effect 423 or oppisite effect with release 1-3

lucky_strike

This is how the local attractors would look like for an short sampel.

1 XXXXX
2 X
3 XXXX
4 XX
5 XXXXX
6 XXXX
7 XXX
8 X
9 XXXX

I guess there would be no need to place more then 5 numbers in every sector if whe capture an pattern to play.

Local attractors 1 3 5 6 9.

LS

lucky_strike

This is more towards roulette system and does not has so many elements of VB exept local attractors, distance, cw and ccw with release.

Maybe some one should move this to brain-storming section, well do what you mod-team feel is best.

LS

lucky_strike

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